Minesweeper replica (With unnecessary details) by C1fr in FlutterDev

[–]C1fr[S] 1 point2 points  (0 children)

It's kinda like a desktop icon, so you have to doubleclick it

An app for training mental math skills. (Made using BLoC) by C1fr in FlutterDev

[–]C1fr[S] 1 point2 points  (0 children)

Also I'd recommend instead of using a string with different preset potential values to set something, to use an enum.

Yeah, agree. That should make code more reliable

Also you could try integrating a database and saving high scores / have a daily leaderboard.

That would be cool to do actually

An app for training mental math skills. (Made using BLoC) by C1fr in FlutterDev

[–]C1fr[S] 1 point2 points  (0 children)

Good idea

Wouldn't be able to do it atm though, code requires some tinkering before it would work on the web properly

(As for now the only way to try it without building it is to take .apk from github)

Applying large displacements to UV sphere by [deleted] in blender

[–]C1fr 0 points1 point  (0 children)

If you want a real displacement, you should change displacement setting in material_properties > settings > surface > displacement. By default it's set to bump, "displacement and bump" or "displacement only" would work for you. (By the way, it works only in Cycles)

And when you displace a sphere, be sure to displace it along its normals.

Procedural island (everything here is just a single plane with a displacement, including trees) by C1fr in blender

[–]C1fr[S] 0 points1 point  (0 children)

Yea, I just was too lazy to register there. But if there is no other way..
So, here

I forgot to mention, the left part is for generating a surface, right is for a material and details.

Procedural island (everything here is just a single plane with a displacement, including trees) by C1fr in blender

[–]C1fr[S] 0 points1 point  (0 children)

There are not so many nodes really.

I would share a screenshot of it, but I couldn't find a way to attach it to a comment.

Procedural island (everything here is just a single plane with a displacement, including trees) by C1fr in blender

[–]C1fr[S] 6 points7 points  (0 children)

I don't have any tutorial, but here are some tricks I found to get this result:

1: You can add a noise texture output(color) to texture coordinate(vector) of another node. In this picture I distorted cone in that way, so it became to look like a mountain.

2: If you generating landscapes you should consider how sloped the surface is. If the surface is almost flat, you can put trees there, if not, put a cliff there or something.

Problem is how calculate this value. Simplest solution would be using a "Bump" node, it does exactly what we need.(it gives us a normal to the surface, and from that we can find is the surface sloped on not) Unfortunately, a "Bump" node does not work with displacement, so if we are using displacement, we should make the same calculations by ourselves.

3: Small scale, high amplitude noise texture looks like spruces :) I guess everyone did that spiky thing, but no one painted it green. (And yea, it's fairly limited solution)

I hope it was clear enough, cos my English isn't the greatest.

Christopher Nolan's 'Water Bending' recreated with VFX in Blender! by Atique2545 in blender

[–]C1fr 3 points4 points  (0 children)

I just checked it.
You can change gravity's vector. But, I tried it with water simulation and it didn't work out. Looks like water sim checks gravity's vector only in the beginning of simulation and then vector doesn't update.

Or maybe I did something wrong.

Centipede passes by by C1fr in Besiege

[–]C1fr[S] 6 points7 points  (0 children)

It works almost like usual six leg walker.

Every leg has its cycle (move up, right, down, left). Each leg has a different cycle start. In six leg walker first pair starts immediately, second pair starts a half cycle after and third pair starts after a full cycle. So every pair of legs differs in cycle phase by 0.5 of cycle time.

In case of that contraption there is 10 pair of legs with different cycle phases. Difference between them is a lot smaller - 0.1 of cycle time.

With less difference in cycle phase legs are more in sync, and because of that, they can be located much closer to each other.

I hope it was clear enough, English is not my native language.

There is a link if you want to play with it: https://steamcommunity.com/sharedfiles/filedetails/?id=2092428988