R H

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R H

@flinflonimation.bsky.social

Programmer, made a couple video games with Unity,
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I may have discovered you can crash Godot by trying to use MODEL_NORMAL_MATRIX in the fragment shader.
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If I started a podcast it would be trying to discern what video game patents are describing and also the game mechanics this reminds me of that might be prior art.
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"continue reading" yeah I clicked on this article because I wanted to read only the first 6 words and stop and I want a special prompt to confirm I actually want to read, you got that right, give someone a promotion
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I got this for a history of games but it is much more focused on computers playing the games than I expected.
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I still need to fully grasp what I can do with uniform set, pipeline, etc. How flexible is it? You pass the shader RID when creating them so I guess I can’t freely mix and match.
So I tried it out with a Conway’s Game of Life compute shader. I think to get the benefit of the texture staying on the GPU the compute shader has to run on the rendering device rather than generating a local device. I don’t have a full grasp of the environment yet. gist.github.com/partybusines...
New version of Conway's Game of Life for Godotgist.github.com New version of Conway's Game of Life for Godot. GitHub Gist: instantly share code, notes, and snippets.
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So what I’m learning is a lot of people list “game designer” among five things they wanted to be when they grow up.
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Okay so there’s a Texture2DRD which might allow me to pass a texture from a compute shader directly to a display shader on the GPU which is something I was looking for.
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My hot take regarding AI and “gatekeeping” is that indie comics and movies and video games all exist and arguably the real gatekeeping is acting like they don’t count unless they can ape the style of higher budget work.
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I do get that there’s a part of your brain that thinks “When I get better at a game I should win more often” which makes it feel like skill based match making is denying you something. But I can also phrase it as “I want a challenge to overcome and my reward should be less challenge.”
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I was playing with cart racer physics. I made turning break your current velocity into vector parallel with your new forward vector and perpendicular and throw out perpendicular. This didn’t slow me down on curves nearly as much as I expected so now I need to figure out what I misunderstood.
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You sometimes see older video game graphic tricks described as “fake” 3D but the game dev secret is it’s all fake.
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It's so ridiculous in hindsight that my gamedev school never even brought up source control. So many wasted hours and lost projects because of it, which could've been fixed in one single lecture.
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Sometimes you discover whiskers of a cat in the timeless zone and you put them on your face.
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Just came upon a game dev job application which had a mandatory question for your age. 👎
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Instead of something more important, I’m writing a rebuttal to a YouTube video about joysticks from 2018.
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Played the first game of Pandemic Legacy and one player was really into naming all the diseases and characters, if you need an example of the overlap of board games and role playing games.
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Appreciate learning from this quaternion math video what the “preserve volume” checkbox is doing under the hood. (Using double quaternions instead of matrix) I presume there’s a performance trade off that explains why game engines don’t do it all the time. m.youtube.com/watch?v=en2Q...
YouTubem.youtube.com Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.
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I knew technically pseudorandom isn’t quite true random but always figured the distinction would never matter in a game I made. But this book pointed out there are 52 factorial permutations in a deck of cards and a 64 bit seed can’t cover every single one.
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in the 90s, if your art was just a single media your ass would get laughed off the cd-rom
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Game balance book included a note about whether it’s ethical to change probability to conform to popular misconceptions about probability, which makes me feel validated. (IE the thing where an “80%” chance actually hits 95% of the time to fit “player expectation”)
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I think this is driven by tagging and searching online. Like people want the right key word to go on Pinterest or Instagram and get a whole list of pictures like that.
Genuine question: when someone comes up to you at a festival and asks, “what sort of style is this?” about your art….what kind of answer are they expecting?
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I like the Lee Perry bit about doubling or tripling the speed of an effect to feel impactful, “instead of a particle guy’s demo reel in slow motion.”
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Imagine a company with 560 employees that were worth $100 million each.
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What TV series have you watched all the way through more than three times?