Paul Scharf

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Paul Scharf

Paul Scharf

@amulware

Publishing indie dev: http://t.co/cYi0NmQrh9 | Low-level #gamedev blogger: http://t.co/CdwsuHrDgI | Always looking for interesting projects and opportunities.

Katılım Kasım 2012
149 Takip Edilen329 Takipçiler
Paul Scharf
Paul Scharf@amulware·
Why have static water, when we can have flowing water? Flow simulated on CPU, waves and caustics rendered on GPU using single Perlin noise texture and definitely too much math. All realtime of course. #gamedev #indiedev #beardedtd
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Paul Scharf
Paul Scharf@amulware·
Playing with a water shader: surface-level diffuse and specular reflections + caustics projected onto the terrain. Looking pretty good for only using a simple Perlin noise texture. #gamedev #indiedev #beardedtd
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Martin Thwaites
Martin Thwaites@MartinDotNet·
The acceptances are going out for #ndclondon 2020, and unfortunately, so are the rejections. If you weren't chosen, you should know that 9 of us went through over 1000 submissions to fill just 90 slots. 1/3
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Paul Scharf
Paul Scharf@amulware·
@MartinDotNet Any tips for how to put more effort in to up our chances (and make your job even harder ;)) next time? How long/detailed of a description do you like to see? What should it contain? Does it help to give details about me/my qualifications? Do you prefer new or already given talks?
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Martin Thwaites
Martin Thwaites@MartinDotNet·
For those that got in, know that you earned it. The most consistent theme for being accepted was people whose effort to curate their submission shone through I can't stress enough that when the standard is so high, those that put in the effort have a leg up on everyone else 3/3
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✨Sarah Carmody✨
✨Sarah Carmody✨@sarahcarmody·
two types of DnD energy xD
✨Sarah Carmody✨ tweet media✨Sarah Carmody✨ tweet media
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Paul Scharf
Paul Scharf@amulware·
@quasidog1 Clerics combine heavy armour and proper spell casting. Healing is as essential to them as to other classes. It’s great to have some in the party, but there is plenty other roles they can fill.
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morgan
morgan@CasualEffects·
I want to make a very fast water simulation for a 2D building game on a grid, like Terraria. I don't care about realism except for incompressibility and stability--water should go around U bends, form waves but not vibrate, and not lose [much] volume. What's the state of the art?
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Paul Scharf
Paul Scharf@amulware·
@CarnivorousMeat @d_percentile Unless attacking uses limited resources (spell slot/ammo) in which case making sure you hit one attack can very much be worth two actions. Nothing worse than missing a 5th level Guiding Bolt or wasting that Arrow of Slaying.
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CarnivorousMeat
CarnivorousMeat@CarnivorousMeat·
@d_percentile This is similar to #DnD5e If you cast True Strike on yourself, you gain advantage on next turn (rolling twice taking higher single). If I just attack this round, and then again next round normal: I have still rolled twice, except with the option of a possible of hitting twice.
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dpercentile
dpercentile@d_percentile·
Hey rpg people I have a #troika rules question. Why would you aim? You either take two separate shots with two chances of hitting or wait and take the best of two rolls (so you can only hit once).
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Paul Scharf
Paul Scharf@amulware·
@Atrix256 I go "breadth first" a lot. Really requires being in the zone, since you have to keep so many different things in mind. Can't judge if the result is better or worse than a more organised approach. Sure can get a lot done quickly, though, if you know what you're going for.
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Paul Scharf
Paul Scharf@amulware·
Last one for today - check those waves ~~~~~!
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Paul Scharf
Paul Scharf@amulware·
Added arbitrary ground height. I did not expect this to work so well and so easily - a two line change in the actual algorithm 😱
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Paul Scharf
Paul Scharf@amulware·
Playing with some (simple) fluid simulation, looking surprisingly good for how basic the code is.
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Paul Scharf
Paul Scharf@amulware·
@BarrySkellern Disclaimer: i haven’t actually played any of them since 1404, so can’t be 100% sure how representative they are. But from what I’ve seen, it’s close enough.
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Paul Scharf
Paul Scharf@amulware·
@BarrySkellern I got a lot of nostalgia for 1692 and 1503 but unless you have a windows 98 machine standing around, you’re probably better off trying 1701 or 1404, both quite decent. If you do, consider checking both campaign/scenarios and endless mode, they can appeal to different people.
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Paul Scharf
Paul Scharf@amulware·
@EricLengyel Right, I considered only a single vertex. I now see how quite complex polygons with many concave vertices can fit this criteria. The one thing this reminds me of is how star shaped bastion fortresses were built to cover all their angles... no idea if that’s at all helpful :D
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Eric Lengyel
Eric Lengyel@EricLengyel·
@amulware Having all exterior angles ≥ 90° is not sufficient. Think of a square U-shaped polygon.
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Eric Lengyel
Eric Lengyel@EricLengyel·
I need a term for a polygon having the property that any ray starting on an edge (but not at a vertex) and pointing along the outward-facing normal does not intersect the polygon again. All convex polygons obviously satisfy this property, but so do a lot of concave polygons..
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Paul Scharf
Paul Scharf@amulware·
@EricLengyel Otherwise maybe.. non (exteriorly) self projecting polygon? Since non of the sides project onto each other exteriorly.
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Paul Scharf
Paul Scharf@amulware·
@EricLengyel This is... polygons with all interior angles <=270° or ‘outside angles’ >90°? Between acute, obtuse and reflex angles, i don’t think there is a good name for these... But maybe something like.. outwardly obtuse polygons? Obtusely concave polygons?
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