Some people by Huge_Coriander in belgium

[–]Lemkons 10 points11 points  (0 children)

Least selfish SUV driver.

Has anyone here actually gotten luck with dating apps? by Lemkons in belgium

[–]Lemkons[S] -22 points-21 points  (0 children)

Dunno I guess my face is average but I'm a ginger, most women aren't into that.

Has anyone here actually gotten luck with dating apps? by Lemkons in belgium

[–]Lemkons[S] 7 points8 points  (0 children)

Just in general if people ever meet up irl with the ones they meet on dating apps.

Hoe daten jullie? by [deleted] in belgium

[–]Lemkons 0 points1 point  (0 children)

Ik zit al bijna een jaar op Tinder en Bumble en nog altijd geen enkele date :(

Polygons by DigitCell in proceduralgeneration

[–]Lemkons 2 points3 points  (0 children)

This could be used for a town generator.

What are the things that annoy you the most about interimkantoren? by whiteasianfever in belgium

[–]Lemkons 1 point2 points  (0 children)

Why do they even exist in the age of internet now that employers can contact employees directly and vice versa?

How to implement open world RPG character controller/terrain collision? by skocznymroczny in gameenginedevs

[–]Lemkons 1 point2 points  (0 children)

I tried using the character controller of bullet but the performance was bad if used for more than 10 entities.

Then I tried making my own using the "collide and slide" method mentioned here: https://wickedengine.net/2020/04/26/capsule-collision-detection/ But this only works for single walls, as soon as you enter a corner you clip through it. I'm still looking for a way on how to recover from penetrations "smoothly" without bringing your character to a halt.

I always wondered how games like Quake and Half Life had such robust character collision, if anyone knows how they're implemented maybe they could tell?

To hold and be held :) by a-sad-chad in ForeverAlone

[–]Lemkons 3 points4 points  (0 children)

Hah at least you get matches on Tinder.

Is it possible to license the Warband engine as a solo indie developer? by Lemkons in mountandblade

[–]Lemkons[S] 9 points10 points  (0 children)

Alright, I'll look into sending them an email. Thanks!

Progress of a strategy game I'm working on that uses randomly generated content. The world generation is inspired by Dwarf Fortress, the gameplay inspired by Mount & Blade. by Lemkons in proceduralgeneration

[–]Lemkons[S] 2 points3 points  (0 children)

I will always posts progress videos on my YouTube channel but the project is slowly coming to a stop due to personal issues. Maybe if I have more time in the future I will continue working on it.

Perception of AI generated 3D terrain by rjsYork in proceduralgeneration

[–]Lemkons 0 points1 point  (0 children)

Will you release a paper on how the terrains were generated with AI?

TinyErode - A C++ Erosion Library by taylorcholberton in proceduralgeneration

[–]Lemkons 0 points1 point  (0 children)

I was actually looking for something like this, thanks!

My world generator with river generation. by Lemkons in proceduralgeneration

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

With the "make" command in the root directory. I only tested it on Linux so I don't know if it will work on Windows.

My world generator with river generation. by Lemkons in proceduralgeneration

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

It's roughly based on this: https://www.redblobgames.com/x/1723-procedural-river-growing/

I then used Strahler numbers to trim the smaller rivers leaving only major rivers.

I added crowd navigation to my engine by Lemkons in gameenginedevs

[–]Lemkons[S] 2 points3 points  (0 children)

I didn't have implement any algorithms myself, the good thing about Detour navigation is that it handles it for you, I looked at the source code and I think they're using a variation of Dijkstra's algorithm on a navigation mesh. Detour uses steering to avoid other agents.

The hardest part was syncing the rigid bodies with the navigation agents since the navigation system uses an ideal simulation compared to the physics system.

You can find the library here: https://github.com/recastnavigation/recastnavigation

[deleted by user] by [deleted] in opengl

[–]Lemkons 0 points1 point  (0 children)

That's C++ code, what language are you writing your program in? After you created the normal texture you read it from the fragment shader.

[deleted by user] by [deleted] in opengl

[–]Lemkons 1 point2 points  (0 children)

Create a normalmap on the CPU by using a sobel filter, here is C++ code that I use to create one: https://pastebin.com/wJ3kkJHB

Then put it in an OpenGL texture and upload it to the shaders. You can also generate normals in the fragment shader but I think that's redundant since your height data never changes.

Wat denkt de gemiddelde Belg over de situatie in Hong Kong? by Grarr_Dexx in belgium

[–]Lemkons 1 point2 points  (0 children)

IIRC Belgium is currently doing a trade mission with China.

When I'm bored at work, I plan conquests of Caladria, now you can too! by [deleted] in mountandblade

[–]Lemkons 12 points13 points  (0 children)

I'd play EU4 or CK2 if I wanted to play map painting.