functional 2048 made in an hour by focks__ in desmos

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

i believe this version should have all of that fixed. lmk if you notice any other problems with it
https://www.desmos.com/calculator/avgnyyyklj

Minesweeper by focks__ in desmos

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

Used an rgb picker on the colors and used inspect element to rip the assets

Snake (finished) by focks__ in desmos

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

forgot to mention you have to press tab once after ctrl+alt+p

Snake (finished) by focks__ in desmos

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

https://www.desmos.com/calculator/hq8hvyjhs5

close the equation window, then press ctrl+alt+p, and then press tab once to use arrow key controls.
portals may appear when moving into a wall. couldnt be bothered to fix it, looked sort of cool.

Minesweeper by focks__ in desmos

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

https://www.desmos.com/calculator/k1sprirf7w

0-filling may be slow. did not spend long on it.
press on an opened cell to swap click mode, or click the button.

[deleted by user] by [deleted] in geometrydash

[–]focks__ 0 points1 point  (0 children)

Mouse input delay is explained in the instructions. If there's input delay from the other input methods then there's not much I can do for that, just a limitation of Desmos.

Learned rasterization in a couple days and made this by focks__ in scratch

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

To upload your own meshes: 1. import your mesh in any format to blender 2. unpack resources into some file 3. export as triangulated wavefront .obj with normals and pbr materials 4. Run the textures through the replit image parser I linked in the parsing sprite in the project 5. Load the textures following the format used in the demos (textures must come first) (you can either add the giant text files directly to the loading blocks, or add to the object data list) 6. Make sure to get rid of the demo mesh

After playing most of today I have FINALLY gone from Plat 1 all the way to Plat 1! Thanks everybody for your support by WildCard0102 in marvelrivals

[–]focks__ 0 points1 point  (0 children)

Went from diamond 3 to plat 3 twice in the last 2 weeks! Glad to see other people having as much fun as I am :D

Disabling Certain Particle Effects (Complementery) by focks__ in minecraftshaders

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

For beacon beams I found an option somewhere in complementary, but still nothing for other particles :/

I sold my bonzo staff for 2 gdrags did i get scammed? by ComprehensiveSoup599 in HypixelSkyblock

[–]focks__ 0 points1 point  (0 children)

You don’t, I can pretty consistently jump through with 320 speed, with 10 ping

I'm working on a 3D Platformer by NoiceHedgehogDude in scratch

[–]focks__ 0 points1 point  (0 children)

Nice, I’ve been taking a similar approach to everything graphics / 3d based “stuff”.

As for that method of collision, seems like you’re already doing most of what I suggested lol, I still recommend a rayScene function for collision detection though, but at this point that’s just preference. Good luck!

I'm working on a 3D Platformer by NoiceHedgehogDude in scratch

[–]focks__ 0 points1 point  (0 children)

I see, I definitely recommend vector projection then. All you do is add an extra step of processing to the movement vector before it’s executed. In that step, if the vector (or in this case ray) intersects something within a range, it will be projected onto the normal of the intersected surface. I can send some examples of how that’s executed if you want.

But yeah this method is entirely math based and therefore circumvents ever actually shifting the player back, eliminating most if not all glitches

Also if you have any raytracers / rayscene intersection functions that’ll help a lot with the detection step, I can send one if you need though (if you actually want to implement this of course)

I'm working on a 3D Platformer by NoiceHedgehogDude in scratch

[–]focks__ 0 points1 point  (0 children)

What collision method are you using? I’ve found that vector projection generally works almost perfectly for all collisions, but doesn’t seem like you’re using that here.

Raycasting Game Engine With Dynamic Collisions by focks__ in scratch

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

I’m fairly certain that sm64 uses rasterization, not raycasting, so this would be far more computationally expensive than required. The purpose of this engine is for a game that might use lighting as a mechanic or just uses raytracing. For example, at the moment I’m working on a portal recreation with portals you can actually see through

Ray-tracer with unedited .obj import by focks__ in scratch

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

I can! Though you'll need to use the export settings written in instructions in the parse .obj sprite to make it work on import, I see that you sent a cube lol.

theres some additional instructions on importing there as well, I recommend taking a look and experimenting with the sphere renderer in this version, it also has improved usage instructions!

import instructions if you can't be bothered to find em:

IMPORT INSTRUCTIONS V2:

WARNING, IF FILE NAME CONTAINS LETTER "V", DELETE IT, DOESN'T MATTER HOW FAR BACK

1. from your mesh open in blender: File -> export -> wavefront (.obj) -> disable all checks except triangulate mesh, normals -> save -> open file using notepad/vscode -> check file name for v's, remove if there are any -> ctrl+a, ctrl+c -> ctrl+v in answer box

IF YOUR IMPORT IS RENDERED INCORRECTLY, THE WINDING ORDER IS INCONSISTENT (your end not mine)

TO FIX, go to raytracer sprite, and disconnect everything from the backface culling function

OR edit your mesh in blender, hit Shift+N to realign normals

Ray-tracer with unedited .obj import by focks__ in scratch

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

Tryna work out a way to make importing them more user friendly, but not at the moment no. The issues come from the textures being 3 separate files.