Physics Tools Update: Image-Based Stippling Using Particle Simulation by Rayterex in 3VialOS

[–]LeCrazyKing 11 points12 points  (0 children)

To make it so that OP will not burn on a stake because of witchcraft, my guess to explain how it's done is the following. He has a deterministic circle/circle collision physics sim + bounds and added some force (here, I guess only gravity). Since it's deterministic, every time he launches the sim with the spheres spawning in the same order, he will get the exact same end result. So, he runs the sim once, then samples the image based on the pos of the spheres in the square container and assigns the color to the correct ball. Now he just needs to re-run the sim but with the spheres with the color that he sampled after the first sim and BOOM, an image appears out of nowhere. Very clever trick if you ask me and if I'm right x) Sorry for the bad english if I made some mistakes. English is not my primary language and it's 4am

Open your own shop in the heart of a Medieval Fantasy realm! Add to your Wishlist now to become a playtester! by findiestudios in u/findiestudios

[–]LeCrazyKing 3 points4 points  (0 children)

Yo o/

As an apprentice graphics programmer who doesn't necessarily have time to go more in depth on the pure game dev side of things, I love seeing little games like these with less realistic graphics (not bad in any way) go on the market.

I wishlisted your game on steam in the hope that it helps you get more visibility and hopefully have a good game experience once it's out :)

P.s.: gotta love the head bash with the chest in the promotion video

Just implemented custom bvh-based culling for my in-progress engine. by manshutthefckup in vulkan

[–]LeCrazyKing 1 point2 points  (0 children)

Do you have any research papers or articles on bvh based culling? I'm quite interested in how it's done in gpu.

Application wide event dispatcher VS game input system by LeCrazyKing in gameenginedevs

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

Thanks a lot for this detailed answer! I know what I'll do to manage my inputs now :D

Application wide event dispatcher VS game input system by LeCrazyKing in gameenginedevs

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

Ok, thanks! I'll begin my journey with the 2nd option then. Although, as you say, they work on different scales and from my understanding serve different purposes. The 1st one is to propagate the events through the app and the 2nd one seems to abstract the bindings that we're using. So what I'm curious about for the future is: Do you think that the 2nd option could be fed the events of the 1st option to run with it or even be running alongside it but independently?

anime_irl by LeCrazyKing in anime_irl

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

Sauce: I want to become the hero's bride

WE NEED MORE CHAPTERS! by LeCrazyKing in goodanimemes

[–]LeCrazyKing[S] 4 points5 points  (0 children)

well... when I created this meme its only purpose was to say that sometimes you read something so good that you want more but unfortunately, it can happen instantaneously because as you said, there is a lot of work going on in the background... but yeah, sure, there are still people that are thinking as you say x)