TheRearAdmiral (@TRA4669) profile picture
Joined January 2017
Photo by TheRearAdmiral (@TRA4669)Photo by TheRearAdmiral (@TRA4669)Photo by TheRearAdmiral (@TRA4669)Photo by TheRearAdmiral (@TRA4669)Photo by TheRearAdmiral (@TRA4669)Photo by TheRearAdmiral (@TRA4669)Photo by TheRearAdmiral (@TRA4669)Photo by TheRearAdmiral (@TRA4669)Photo by TheRearAdmiral (@TRA4669)Photo by TheRearAdmiral (@TRA4669)
TheRearAdmiral retweeted
Reflexive contempt for a comically low-cost policy that aims to prevent "sustained and needless abusive and cruel behavior" is a bright red flag.
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Interstellar Reload
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Let there be legs!
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working on fog-light interaction, nature, flares, grass, day/night
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Playing around with giving the players a few seconds to try to break free
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Morning Sunrise New: Outdoor Environments Sun & Moon Day & Night Cycle
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The is the most fun door tool lol You just draw a line and let go and it makes a door on every intersection three.js WebGPU
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I'm trying to make a physics driven character controller that reacts to being shot/bumping things that abstracts away actual legs/servos and instead uses 'supported states' that grant the torso similar movements and accelerations that legs 'would' cause while abstracting away legs - but it is still all force driven (just the 'source' of the forces is more magical and not 'real' limb derived) This has been allowing me so far to have 100s of simultaneous characters that have physics reactive bodies at the same time with <1ms frame time. Later, I can procedurally make legs do what legs would do, and the synthesis should look pretty OK. - accelerating makes the torso lower - accelerating makes the torso lean - increasing speed makes the torso lean, but not as much as acceleration, so leaning is greatest at low speeds + high acceleration and tapers off when maintaining a speed - requesting rotations >60 degrees causes the gun to lower - the arms have some acceleration agency to try to bring the gun to the target earlier than the torso rotates
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It is nice to be doing art again Trying to find the right art style/level of detail for a top-down game. I want them to be readable from far away and still look OK from close up. New low poly gun models and some of my old drawings
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Procedural tiles
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I love bounced light three.js WebGPU
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Got the RVO2 + A* + Active Ragdoll Zombie controller and some shooting into the game finally. Three.js WebGPU
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I wanted to make a clip that exercises what radiance cascades can do 240fps 4k WebGPU three.js
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Spent 8 hours today trying to make ugly carpets lol
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4k @ 240 fps on my 3080 three.js WebGPU Radiance Cascades run on a 'light field' that doesn't care whether that light came from 10 lights or 10,000
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WebGPU 2.5d Raycast lighting engine test for some kind of office zombie horror game
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Euphoria-Lite Zombie controller Experiment playing around with polyanya, ORCA, procedural animation, rapier, three.js, physics active ragdoll with servos
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Got raycast lighting working three.js WebGPU
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Got fast paced clean multiplayer working Reconciliation, interpolation, lag compensation, sub frame muzzle reconstruction, shooter-time birth policy I can't even see when the client optimistic presentation of a projectile is replaced with the server authoritative projectile These 3 windows are on 50, 70, 100ms latency.
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