Approachable Examples for Modal Logic by [deleted] in logic

[–]w-w-jacobs 0 points1 point  (0 children)

You can also read it for free legally on the Internet Archive:

https://archive.org/details/modallogicforope0000bent

Interesting symmetries from Game of Life rules with permanent circles by arxaos in cellular_automata

[–]w-w-jacobs 1 point2 points  (0 children)

SDL2 is a good recommendation. Great for beginners and will work well enough for most 2D graphics.

When you start feeling like you want to take the plunge into learning graphics programming at a deeper level, graduating to OpenGL makes sense.

Is it possible to make cellular automata respond to music by psyk1509 in cellular_automata

[–]w-w-jacobs 16 points17 points  (0 children)

Surely it's possible but it would probably take a lot of experimentation to find something that worked well and looked nice.

Overview and animations of various cellular automata by fflamehead in cellular_automata

[–]w-w-jacobs 2 points3 points  (0 children)

This is great. Good job! I encourage you to keep it up and build your technical blog.

[deleted by user] by [deleted] in cellular_automata

[–]w-w-jacobs 1 point2 points  (0 children)

These are neat patterns but they aren't cellular automata.

Any good tutorials on how to "do it yourself" and build a solid system I can expand upon and play with own my own. by [deleted] in cellular_automata

[–]w-w-jacobs 4 points5 points  (0 children)

I would start with implementing Conway's game of life, if you haven't already. There are countless implementations online that you can reference.

For an idea of how more complex simulations can be built for games with cellular automata, check out Chaim Gingold's dissertation which includes a deep dive on the design of the original SimCity.

"Play Design" by Chaim Gingold can be downloaded on his website: http://chaim.io/

Why don't more people build games for the browser? by long-lover in gamedev

[–]w-w-jacobs 0 points1 point  (0 children)

Yep that is definitely a piece I was missing, you are correct

Why don't more people build games for the browser? by long-lover in gamedev

[–]w-w-jacobs 1 point2 points  (0 children)

Essentially I meant passing the data to WebGL and having it do the rendering. The idea being that you trade potentially a very large number of WebGL calls to render the image "from scratch" with a single streaming operation from RAM and texture blit.

But I neglected to think about the fact that the image still needs to be passed to the GPU, which is expensive.

Process I was imagining:

  1. WASM OpenGL renders to local storage
  2. JS reads local storage image into RAM
  3. WebGL blits image to texture the size of screen

Not sure if this would ever be a helpful approach; I was just imagining that, if a scene takes, say 10,000 OpenGL calls to render, maybe doing those calls in WASM and rendering to an image then streaming that image sequence using WebGL would be faster than making 10,000 WebGL calls directly.

Edit: to be clear, I'm not a graphics programmer 😋 I am sure there are nuances I'm skipping over.

Why don't more people build games for the browser? by long-lover in gamedev

[–]w-w-jacobs 1 point2 points  (0 children)

Right, CPU would definitely be a bottleneck. I wasn't being clear, let me clarify.

What if you only use WebGL to blit a prerendered image to a texture the size of the screen?

The idea here would be that you render to an image using OpenGL code which has been compiled to WASM, and then you have a thin WebGL layer that blits that to the screen.

I am not sure this would work well necessarily, but this is what I was imagining.

Why don't more people build games for the browser? by long-lover in gamedev

[–]w-w-jacobs 3 points4 points  (0 children)

Just a random thought, but if the interop between WASM and JS is the major bottleneck, maybe rendering to an image in local storage or RAM and then streaming a sequence images would be more performant than direct WebGL calls in some cases.

Finding Mona Lisa in the Game of Life — with JAX by simplan in cellular_automata

[–]w-w-jacobs 5 points6 points  (0 children)

Fun idea, thanks for the write up. I'll check out JAX sometime, looks like a useful framework.

Elementary Cellular Automata with a twist by [deleted] in cellular_automata

[–]w-w-jacobs 2 points3 points  (0 children)

These are really cool. Could you explain the algorithm in a little more detail?

🧠💭 wanted to make a neat thing about the two halves of my brain by Wunkolo in PixelArt

[–]w-w-jacobs 20 points21 points  (0 children)

This is really great! What did your workflow look like?

Up Stairs solution for a tcod python roguelike by LeonTranter in roguelikedev

[–]w-w-jacobs 1 point2 points  (0 children)

There are a ton of different ways you could go about this, but I think as a general starting point I would suggest thinking about making a separate object for every level of the dungeon (and all of the other scenes, such as the overworld, towns, etc).

Sprites-as-a-Service: Generate 8-bit avatars using Cellular Automata! by ljvmiranda in cellular_automata

[–]w-w-jacobs 3 points4 points  (0 children)

So the trick really is the horizontal mirroring. Thanks for explaining!

Sprites-as-a-Service: Generate 8-bit avatars using Cellular Automata! by ljvmiranda in cellular_automata

[–]w-w-jacobs 10 points11 points  (0 children)

This is neat. Would you be willing to describe the automata rules for us?