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Reading concept documents in a cold evening ☕

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Gods, so many hours reading and giving feedback for a couple of small games D:

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I made a flow chart of which #Mastodon posts end up in which timelines!

So, you can see how each instance will have a different local timeline, and even a slightly different federated timeline - and you can see why the federated timeline moves so much faster than the local one, too.

#FAQ

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・ 。 ☆∴。 *  ・゚*。★・   ・ *゚。   *   ・ ゚。・゚★。    ☆゚・。°. ゚ * ゚。·・。 ゚    ゚ *.。☆。★ ・   * ☆ 。・゚*.。     * ★ ゚・。

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Daily Pathtracer, Part 2. Where I make it 10x faster (or 10x less stupidly slow) by typing one word! aras-p.info/blog/2018/03/28/Da

Next up: let's do the same path tracer in C#, because why not.

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en.cppreference.com/w/cpp/expe

finally, a new C++ pointer type that is literally just a regular pointer that is referred to differently for no reason. i'm in heaven

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This autumn, we hosted a game AI conference in Copenhagen (Game AI North). You should check out the slides from our amazing speakers: gameainorth.com/2017/

this mesh is not transparent, only the normals are, and are written on top of it (disabled depth test). video here: youtu.be/4LkbiZfLWxI mastodon.gamedev.place/media/n

drawing normals with a single drawcall. duplicate the data like this [v1, v2, v3, ...] -> [v1, v1, v2, v2, v3, v3, ...], draw as gl.LINES and in the vertex shader, move every second vertex in the direction of the normal by desired length. mastodon.gamedev.place/media/u

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This is 100% the best way I have ever seen to explain UV mapping to someone unfamiliar with 3D graphics!
twitter.com/xxivips/status/938

I do not usually create assets, and if I do I mostly do not enjoy it. But I must say that there is some Zen in working with Inkscape
mastodon.gamedev.place/media/s

Y combinator is beautiful and interesting thing from the programmers perspective - formal definition of recursion that can be used in languages that do not support it. first class functions are all you need. an example written in javascript can be found here: gist.github.com/mfandl/416c742

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Goooood morning everyone! 🐷

So another huh? Let us present our first software in our pipeline then.

! Many of you may already know this one, a vector drawing software with everything you need to do awesome art. We use for many purposes, to draw our game's sprite, to draw our video's insets, to compose our social network's thumbnails, avatars and banners... Here is a example of some sprites we implemented in our game mastodon.gamedev.place/media/n mastodon.gamedev.place/media/7

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Good mornings people! So this gamedev mastodon thing has been running for almost two weeks by now, and got to 1760 (not all are active ofc).

- Does it seem to be working?
- Is it useful?
- Any suggestions for improvements?
- Any other feedback?

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sorry, should not return an integer, but array of integers forming that integer. should be clear from the example input and output

excercise for programmers: write a function, that for an array with numbers forming an integer from look-and-say sequence (en.wikipedia.org/wiki/Look-and) returns the next integer from that sequence. example input: [2,1], expected output [1,2,1,1]. you do not have to care about checking if the input is valid, keep it simple. i am curious of the possible solutions, I wrote mine in haskell (gist.github.com/mfandl/f709704), but pick whatever language you like.

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Regarding I would recommand this youtube series even if the guy is not the best teacher. It seems PDAs are more suited for language parsing than for @attraxion youtube.com/watch?v=QWX9CwiukL

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Gamedev Mastodon

Game development! Discussions about game development and related fields, and/or by game developers and related professions.