bad_vertex

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bad_vertex

@BadVertexDev

Did PsiloSybil: https://t.co/fLsvffAWS5… Doing Innards: https://t.co/OD4bUoPscA

参加日 Ağustos 2020
73 フォロー中5K フォロワー
固定されたツイート
bad_vertex
bad_vertex@BadVertexDev·
Daily begging you to help me test Innards, grab the latest alpha here
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bad_vertex
bad_vertex@BadVertexDev·
Rob is factually morally and spiritually correct and also expressed himself in the exuberant animal rage that the vile machines will only ever be able to parrot at best
roon@tszzl

an incredibly kino happenstance. ‘AI Village’ is an emergent storytelling narrative simulation of a bunch of AIs talking to each other and coming up with tasks to do and whatnot. on Christmas, one agent decides to send random thank you note to Rob Pike, inventor of golang & more

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gaseous-theo
gaseous-theo@theogramme_dev·
i asked this before but, gamedevs that struggled with finishing projects but managed to release something, what changed in your life or in you to make that possible?
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bad_vertex
bad_vertex@BadVertexDev·
@SpolchenLives Technically wasm might be possible, but the large streaming assets, progress saving, architecture specific optimizations + all the shaders could prove massive headaches
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Sᴘᴏʟᴄʜᴇɴ
Sᴘᴏʟᴄʜᴇɴ@SpolchenDev·
@BadVertexDev CPU? Doesn't that mean that the game could technically run in browser/mobile without much hassle?
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bad_vertex
bad_vertex@BadVertexDev·
you simply can not outfreak a cusp viper
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bad_vertex
bad_vertex@BadVertexDev·
@SpolchenLives It's a custom conformal projection (similar to Poincaré) of the hyperbolic plane and almost all projection work is performed on the CPU
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bad_vertex
bad_vertex@BadVertexDev·
Uva is one of the most sophisticated models in Innards so far. Her mouth rig is designed to look like 2D animation. Her asymmetric design is a luxury, because frames need to be duplicated for left and right orientations.
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bad_vertex がリツイート
noah kulwin
noah kulwin@nkulw·
Whoever taught the zoomers the word “ontologically” gets the guillotine
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bad_vertex
bad_vertex@BadVertexDev·
Circle Limit II as well, why not.
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bad_vertex
bad_vertex@BadVertexDev·
Halfplane model is... not viable 🤢
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bad_vertex
bad_vertex@BadVertexDev·
Although a handpainted overworld map is achievable and very intriguing, I feel the style clashes hard with the rest of the game, so this draft is scrapped. I will recreate this using 3d models. The main challenge with prerendering is smoothing out the UV seams.
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bad_vertex
bad_vertex@BadVertexDev·
Live painting over the seams is easy with these programmaticaly prepared meshes centered on the 6 octagons. MCE noted that 6 = 4 choose 2, so we can have four colors meeting two in each octagon.
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bad_vertex
bad_vertex@BadVertexDev·
Escher's Circle Limit III is actually drawn on a Bolza surface (am I the first to notice this online?) which is the same shape as the overworld in Innards. So we can easily build a little tribute in-engine and navigate it at thousands of FPS.
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