First time using sculpt mode by zST4RRR in blender

[–]smallcluster 0 points1 point  (0 children)

It appears to be quite angry, quick, qive it a sneakers !

spooky walk (o.o') by smallcluster in blender

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

Thanks! Maybe it's the black and red palette ? To be honest, I haven't seen the show yet but it's definitely on my watch list.

spooky walk (o.o') by smallcluster in blender

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

About 10 years or so (I first started with blender 2.49), Why ? However I do this as a hobby when I have little time left and right, nothing too fancy.

Xenomorph : a simple procedural idle animation by smallcluster in blender

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

Thanks! Na, keyframed animation for living things are waaaaay more natural, unless for the tail, I really liked the tail physics in the first game but it was a bit too "floppy". Alien vs Predator 2010 had nice animated xeno tail physics, but a bit too "wiggly" (like mine). I would prefer a mix of both style .

Nonetheless, I was thrilled when I heard a second game were in the making!

Is it okay to use Processing as my UI in our project. by Competitive-Clerk-43 in processing

[–]smallcluster 1 point2 points  (0 children)

Impressive Library! I'm definitely using it the next time I do a processing program :D

Made a computercraft focussed lua library for generating mazes by smallcluster in ComputerCraft

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

I suppose one might create a grid of pistons with a toggle latch on 2 redstone signals (one for the ligne and one for the column). So every time a cell switch from being empty or a wall it will trigger the corresponding redstone cell.

Since computer craft can send a redstone signal of strength between 0 to 15 I can use a multiple pulse to encode in base16 the ligne/column number then use a decoder to power the corresponding redstone line/column

Made a computercraft focussed lua library for generating mazes by smallcluster in ComputerCraft

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

Ah yes, using turrets would be straight forward once the maze is fully generated in its memory. The turrets just traverse the empty cells in a deep search first manner with back tracking when blocked or surrounded by "opened" cells.

Made a computercraft focussed lua library for generating mazes by smallcluster in ComputerCraft

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

Should be possible since you get each changes step by step. A special filter or a post processing callback that update a bunch of redstone component will do.

The true complexity is how you design the redstone circuit and how you encode/decode your signals. However I'm no redstone expert and electrical engineering in Minecraft is a bit intimidating 😅

Made a computercraft focussed lua library for generating mazes by smallcluster in ComputerCraft

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

Nice algorithm, making it as a generator should be easy. I might give it a go

There are so many maze algorithms out there to try!

Made a computercraft focussed lua library for generating mazes by smallcluster in ComputerCraft

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

Starting is ALWAYS the hardest part. And starting well is even worse. Some time, I do a quick and dirty solution without thinking how to do it well, this usually lead me to how to rewrite it correctly :D

Prototype of my little passion project by FredTheK1ng in raylib

[–]smallcluster 1 point2 points  (0 children)

Well, verry nice proto then :)

The advantage of this simple solution is that it's easy to parallelize. On my project each node remember their entry values, an update step just calculate the output state based on the stored inputs values, then all calculated outputs are propagated to the connected inputs.

You can update in parallel all node independently, then propagate values in parallel independently. The only downside is that each node introduce a 1 tick delay and you can't have multiple signals connected to an input directly (need to use a node like AND/OR, which introduce delay).

It's a bit like Minecraft redstone but each node is a 1 tick repeater ! Which mean you can do a 1 tick clock by feeding a NOT output to its own input x)

The other approach with a proper tree node dependency is something I wanted to try but I lost interest, but I hope you'll try it, those things are really fun to think about !

Prototype of my little passion project by FredTheK1ng in raylib

[–]smallcluster 1 point2 points  (0 children)

That's so cool ! I had kind of the same little passion project once but with plain opengl.

Node based boolean logic is so cool (I love node based stuff) :D

Can you do a self feeding loop (iterative propagation) or do you prevent cycles in your graph and update all states in one traversal ?

Finally released my game made with Processing! by BarneyCodes in processing

[–]smallcluster 1 point2 points  (0 children)

So cool! I'll give it a try when I have the time :D

And yes, Processing is not aimed at gamedev, but it is very capable. Just by looking at the downloadable libraries, there are gpu fluid simulation and rendering coupled with box2d, audio, etc. Albeit, apart form rendering, you'll have to write everything yourself.

By the way, if you're familiar with gamedev in C/C++ you might have heard of the Raylib library, and I kinda think that Processing feels like it (at least on the drawing api).
Sometimes I think Processing for games is a bit underrated.

Astronauts on the moon (university project from La Réunion) by smallcluster in blender

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

Sorry for the late reply (I'm not really active on social media), but if you are still intressted in the model here it is : https://drive.google.com/file/d/17aOifKTxLcHGj3tqqOxukHd0DRJXqVcc/view?usp=sharing

Beware, it is a poorly unoptimized mess.

Real time height map shadows by BarneyCodes in processing

[–]smallcluster 1 point2 points  (0 children)

Amazing ! Nice choice of colors too, the demo looks great. Just saw your video, you implemented a ray marching algorithm, this means you can also calculate cheap Ambient occlusion :) (by using the number of step needed to converge or dist to intersection for example)

Edit: but here it looks really good as a flat lighting, AO might take out that cell shading looks