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@chunky8bit

Editor & 3D Artist, sort-of game developer | Opinions are my own | pfp - @Motorbreathj

no เข้าร่วม Mayıs 2019
303 กำลังติดตาม1.8K ผู้ติดตาม
chunky รีทวีตแล้ว
Proctato
Proctato@Proctato·
@Vinnysuperg I lost the plot, only redeeming thing I remember is "howd he get the big lemon" "it says lemon behind him" - Vinny
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chunky@chunky8bit·
@PapaPolio I didn't consider Norbit could be Korean. Maybe I am a bad person...
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chunky@chunky8bit·
I like making videos solely for doing the shitty titles and thumbnails
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chunky@chunky8bit·
every once and a while ill try to exit fullscreen on one of this shitty websites videos and it'll kick my browser back to pre 9/11
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chunky@chunky8bit·
I noticed something important though: the self-intersections always happened on corners of cells, not walls. Thus, an easy skip fixed the issue. Just ignore the corners.
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chunky@chunky8bit·
...that are parallel ended up returning a very small radius, it resulted in very smooth edges. (my shitty diagram that tries to visualize why this is happening)
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chunky@chunky8bit·
Found a way to make cell edge noise far more erratic. When swapping get_closest_point_to_segment_uncapped() for get_closest_point_to_segment(), it would result in self intersection. The result of the uncapped function never resulted in intersection, but since points with edges...
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chunky@chunky8bit

adding cell noise was a challenge, I initially tried to fast track it by getting an AI to code it, but all of them failed miserably as it resulted in self intersecting polygons. No good! So I had to make my own algorithm. I'm quite proud of it, so here's how it works... (cont.)

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chunky@chunky8bit·
Oops, I didn't check edges. Thanks Geometry2D.get_closest_point_to_segment_uncapped()!
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chunky@chunky8bit·
A third mapping is created that assigns a random unit vector that determines the direction the point will move in. Finally the points are moved by added to product of direction, radius (square rooted since I used distance_squared_to), a random amplitude, and a given intensity.
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chunky@chunky8bit·
adding cell noise was a challenge, I initially tried to fast track it by getting an AI to code it, but all of them failed miserably as it resulted in self intersecting polygons. No good! So I had to make my own algorithm. I'm quite proud of it, so here's how it works... (cont.)
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chunky@chunky8bit

I SEE THE VISION

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BuhDan
BuhDan@BuhDan·
This is really becoming an incomprehensible simulator. First time I've got all the resources in there. I may have fucked up at how complicated this is going to end up.
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