@lritter@mastodon.gamedev.place
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lritter

@lritter@mastodon.gamedev.place

Arts, Maths & Metaprogramming; Game Developer at https://mastodon.gamedev.place/@duangle. paniq in the demoscene. Building Frameloop/Tukan, a procedural game engine, maintaining Scopes & gently going NowHere. (he/him)

Migrated from https://mastodon.social/@paniq

My avatar is the logo of the library I'm working on, a stylized toucan with a four-colored beak.

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aeva, to random
@aeva@mastodon.gamedev.place avatar

you ever think about how the standard cartoon bomb (a large blue or black sphere with a big fuse coming out the top) is essentially the "save icon" of destruction, because 1) it's symbolic meaning is widely understood, and 2) it's an anachronism that is widely recognized only for its symbolic meaning as its real life counterpart is long obsolete?

lritter,
@lritter@mastodon.gamedev.place avatar

@aeva mind blown

lritter, to random
@lritter@mastodon.gamedev.place avatar

not sure if quiche or pizza

image/jpeg

seatek, to random
@seatek@hard.blue avatar

This has taken me way, way too long to learn.

lritter,
@lritter@mastodon.gamedev.place avatar

@seatek they are both the same thing from two different perspectives

perhaps it should just say "ship your shoddy half-done crap and keep going"

in OSS dev we say "release early, release often"

aeva, to random
@aeva@mastodon.gamedev.place avatar

ok I got another recording of the thing finally. This was recorded on a faster computer than my laptop, so unfortunately it doesn't have the really cool long convergence artifact thing going on. I really hate what the video encoding is doing here, but such is life.

it's a video of a rotating abstract ring thingy that is light by several lights which create colorful shadows. the video encoding is terrible, but it looks ok I guess

lritter,
@lritter@mastodon.gamedev.place avatar

@aeva very nice. with TAA, you could apply more post-filtering and make the noise disappear entirely. but what's the complexity so far? how do you draw it?

lritter,
@lritter@mastodon.gamedev.place avatar

@aeva i mean runtime complexity. how many iterations, passes, threads, workcount, etc.

lritter,
@lritter@mastodon.gamedev.place avatar

@aeva you do place them on the surface though, right? how do you choose "random"? is it uniformly random?

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