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7dfps 

@nasser ya. also computers are fast now :)

7dfps 

@nasser like point / line collision just becomes distance to the point from N points along the line, and you can easily adjust the distance and sweep coarseness to suit your needs. naturally this can get janky/slow for certain cases, but i've used it more times than id like to admit in load bearing situations

7dfps 

@nasser just walk the line on some interval and do circle-based collision with that point

7dfps 

@nasser my fav cheap and dirty way of doing line collision is just sweeping it with circles

My buddy Jake Weidner is organizing Experimental Games Workshop at GDC this year and their call for submissions just went live:

experimentalgameworkshop.org

Their widening their scope of presentations/projects so def give it a look!

Gooooooooooooooooooooooooooooooooooool!!!!

Go Argentina!!!

Fellow masto admins, how long do you keep media files for and how much storage space do you use for that?

Does it count as a 7 day fps if you spend a year working on the engine?

announcement:

here is a new open source alternative to perlin noise: octavia noise

it is a lightweight fractal noise algorithm. it is generalizable to n dimensions. it is not based on gridded points, and does not exhibit linear artifacts.

this is suitable for terrain and other procgen work where organicity and reducing grid artifacts are important, especially situations where slope artifacts are important. the initial js implementation takes 4x as long as value noise.

github.com/lorenSchmidt/fracta

MRMO-STITCH, my Blender cross-stitch embroidery emulation process, is out now!

Check it out at mrmotarius.itch.io/mrmo-stitch :D

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