Ben Walker

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Ben Walker

Ben Walker

@benprototype

engineering things

United Kingdom Entrou em Nisan 2015
475 Seguindo802 Seguidores
Sorcus
Sorcus@TheRealSorcus·
@benprototype Looks extremely impressive. How does it do on android ?
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Ben Walker
Ben Walker@benprototype·
voxels data -> chunks -> marching squares contour detection -> tracing edge loops -> convex decomposition -> ear clipping triangles and its so fasttttttt and can update in real time! mesh parts next. i really hope i dont hit an engine limitation so much work went into this haha
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Ben Walker
Ben Walker@benprototype·
@LvieReal I wish.. but being able to deploy my code to 144 million+ daily active users, with 1 click, for free - is a pretty compelling value proposition
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Lvie
Lvie@LvieReal·
@benprototype how about you take it to C++ and OpenGL?
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Ben Walker
Ben Walker@benprototype·
@albie_io I dont know this one but it looks cool! Its neat that so many people in are showing me nostalgic games this reminds them of. There's clearly a lot of ideas based around this tech :D
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albie
albie@albie_io·
@benprototype reminds me of arcanists. goated flash game
albie tweet media
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Ben Walker
Ben Walker@benprototype·
@Fiorikto I'm not against releasing this - but it's not as useful or general purpose as it might first appear... unless you're making the exact same game as me. Worth saying nothing here is that novel either, I've just combined a bunch of well known rendering practices together
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Ben Walker
Ben Walker@benprototype·
@Fiorikto If you mean in 3D, then it would be quicker to solve that problem from scratch than try adapt this. It's a very different problem. Or you could use the new union APIs that are coming soon (or maybe even released idk).
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Ben Walker
Ben Walker@benprototype·
@rootx208 I wanted to but it didn't work good enough for my use case haha
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rootx208
rootx208@rootx208·
@benprototype great job man, i wouldve bitched out and just used roblox terrain for something pike this lol
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Ben Walker
Ben Walker@benprototype·
@DoctorGester It did occur to me but couldn’t think of a good reason to do it. What’s the upside? Is it just faster?
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Ben Walker
Ben Walker@benprototype·
@Fiorikto Maybe eventually. It’s not really a general purpose thing though it’s super specific to my game
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Ben Walker
Ben Walker@benprototype·
@wertyhappy27 haha, I've been wondering about how water might work. maybe some day :D
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Werty
Werty@wertyhappy27·
@benprototype do some water physics using this and you got wheres my water on Roblox too
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Ben Walker
Ben Walker@benprototype·
@averlyst_ @MaximumADHD Silencing issues is especially bad if you've got a big codebase because changing a type somewhere might cause errors in some other random file. I have this static analysis tool that scans all files and looks for type errors. Catches a lot of issues before I even run the game!
Ben Walker tweet media
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Ben Walker
Ben Walker@benprototype·
@averlyst_ @MaximumADHD I'm not sure I understand what you mean. If you cast the entire object then you're pretty much defeating the point of the whole type system because issues like this are silenced casting nil :: string | nil for just the optional properties isnt ideal but a bit better imo
Ben Walker tweet mediaBen Walker tweet media
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Max ¯\_(ツ)_/¯
Max ¯\_(ツ)_/¯@MaximumADHD·
One of the fun things about Luau’s new type solver is that strict table types require you to exactly match the shape of a type, even if it’s redundant to do so. For example: A value of {} no longer fits { Field: string? }, you have to write it as { Field = nil :: string? }
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Ben Walker
Ben Walker@benprototype·
@averlyst_ @MaximumADHD You can do this but you lose the 'benefit' of the type system warning you if you forgot a property. Explicitly casting each property to :: nil? means if you forget something, you get a type error on the entire constructor
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Ben Walker
Ben Walker@benprototype·
@realmaloni Lots of things don't work at scale it seems, another example being the beam waterfall on my lovely toolbox terrain 🥲 I expect I'll have to use a lot of tricks to make this game look good
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Ben Walker
Ben Walker@benprototype·
@realmaloni I need to be able to zoom the camera out all the way to let players see the whole map. Even on max graphics, the engine terrain turns so blocky at this distance. Also the collision mesh of the engine terrain seems pretty unreliable, the grenade kept falling through it.
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Ben Walker
Ben Walker@benprototype·
rendering each chunk with a mesh part now triangulation has some precision related issues and it seems like i'll need to use parts/wedges along the boundary for collisions it slows down a bit updating the entire map like this but it's not optimised for this at all
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Ben Walker
Ben Walker@benprototype·
@PolyyDev I might end up using baseparts around the edges of islands for collisions and then a visual mesh to render it. I've done a bunch of testing and it seems pretty fast though (assuming I chunk the mesh) so thats a last resort.
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poly
poly@PolyyDev·
@benprototype last time i tried editable mesh for something like this it took 10 seconds recalculate it’s collision geometry
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Ben Walker
Ben Walker@benprototype·
Grenades now go boom. I switched the terrain over to a custom marching squares approach. It's just creating thousands of parts right now. I will try out a dynamic mesh next + hopefully proper textures
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