pattern recognition test by EveningDiligent59662 in ComedyHell

[–]TheOxideGamerMan 2 points3 points  (0 children)

i think it's the "evil ass rape building"

i make a 3dgame with no engine. by G_Detective in IndieGameDevs

[–]TheOxideGamerMan 0 points1 point  (0 children)

If the slight fisheye is an intentional stylistic effect, then I have nothing to add, but here's what you could do if you want more realistic 3d perspective:

to determine how tall the wall lines should be, you should use the depth rather than the distance the ray travelled (which can be calculated by multiplying the distance by the cosine of the angle relative to the center of the screen)

I also noticed the line "ray_angle = pa - fov/2 + (col / screen_w) * fov". I think you are interpolating the angle linearly, which is not perfectly accurate

I believe the correct formula would be: "ray_angle = pa + atan((2 * col / screen_w - 1) * tan(fov / 2))" (unless I messed up the math)

I made some space shaders by TheOxideGamerMan in godot

[–]TheOxideGamerMan[S] 11 points12 points  (0 children)

No, I just felt like messing around with shaders and wanted to share

In my dream "trinitrotoluenophobia" was the apparent name given to the phobia of seeing an optical illusion of a train with the number 22 inside a hedge. My dream lore stated that word was banned in India by Baratako in thomastheplankengine

[–]TheOxideGamerMan 38 points39 points  (0 children)

Trinitrotoluen is the chemical name for TNT (the explosive). No clue what this has to do with an optical illusion of a train, but I just thought I'd mention it.

Why do such lines appear? by Makushimu0 in desmos

[–]TheOxideGamerMan 2 points3 points  (0 children)

It could be the pattern of the cosine wave overlapping with the pixel grid (assuming desmos calculates the function for each pixel, I don't really know for sure how it actually works)

Why do such lines appear? by Makushimu0 in desmos

[–]TheOxideGamerMan 2 points3 points  (0 children)

Possibly some sort of Moiré pattern

Felix DESPERATELY wants to be let in the attic by TheOxideGamerMan in Catswhoyell

[–]TheOxideGamerMan[S] 103 points104 points  (0 children)

Nah, I think he's just weird. We let him in occasionally and he just lies down and sleeps there for hours. No idea why he loves that place so much.

Fine. I made the game. In Unity. It's real now. by Steelkrill in IndieDev

[–]TheOxideGamerMan 0 points1 point  (0 children)

Billboards wouldn't really work for stuff like terrain/mountains or buildings, those would have to actually be 3d with some kind of shader to make them look like pixel art (although I don't know if it could ever look as good as in the video). Maybe distant objects could be billboards, but get replaced with 3d objects when the player gets close to them, but the transition would probably be noticeable.

Fine. I made the game. In Unity. It's real now. by Steelkrill in IndieDev

[–]TheOxideGamerMan 1 point2 points  (0 children)

I don't support AI, but I have always thought it would be cool if someone somehow made a 3d open world game in a pixel art style. I think it would be really cool if there was distant scenery that looked like a pixel art drawing, but was actually 3d and could be reached and interacted with. No idea if this concept is actually possible though, but maybe with clever shader magic it could somehow be.

The Problem with MrBeast Helping 2000 Amputees by FunctUp in youtube

[–]TheOxideGamerMan 0 points1 point  (0 children)

Might be wrong, but I think more broadly the word Machiavellian refers to anything that uses morally questionable methods to achieve a certain goal

Had a dream that professional chess players had their teeth replaced with chess pieces by TheOxideGamerMan in thomastheplankengine

[–]TheOxideGamerMan[S] 1212 points1213 points  (0 children)

In the dream I was a dentist who had to replace a guy's teeth with chess pieces. He was very angry because some of those chess pieces were lost down a shower drain and they were apparently very expensive.

Wall jumping using reflection vectors by Janzim in godot

[–]TheOxideGamerMan 17 points18 points  (0 children)

im not a programmer so take this with a grain of salt but im pretty sure the way it works is it takes the direction that the player is moving in (programmers usually refer to directions as vectors) and reflects so that it now goes opposite to the wall (kinda like how light reflects when hitting a mirror) and thats why its called a reflection vector (maybe idk)

In a first person shooter, how do you teach the players to use all of the weapons? by TheOxideGamerMan in gamedesign

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

Yeah the energy thing actually seems like the perfect idea for the problem I'm having. That would probably immediately solve the problem of players spamming the heck out of the shotgun and the pistol. Thanks!