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April 25, 2024, 08:01:03 PM

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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Beautiful fails.
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Tusky
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« Reply #1200 on: April 11, 2018, 12:36:33 AM »

First attempt at exporting an animation. I knew my joint angles were wrong in some way, but I couldn't have predicted this nightmare:

That is quite disturbing
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Eggy
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« Reply #1201 on: April 13, 2018, 12:32:10 PM »

Using and modifying someone else's collision code to try and get myself to remember how it's done, I tried to create a platform-style runner engine a lá the autoscroll levels from The Smurfs Nightmare.
I accidentally created a bulldozer as the player character instead.

Also please forgive the shit quality of the gif, I don't do gif recordings often Sad
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Pineapple
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« Reply #1202 on: April 21, 2018, 04:14:11 AM »

I thought this was amusing...

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JobLeonard
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« Reply #1203 on: April 21, 2018, 03:38:44 PM »

Moved to JavaScript?
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Ordnas
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« Reply #1204 on: April 23, 2018, 12:17:40 AM »

Using and modifying someone else's collision code to try and get myself to remember how it's done, I tried to create a platform-style runner engine a lá the autoscroll levels from The Smurfs Nightmare.
I accidentally created a bulldozer as the player character instead.

Also please forgive the shit quality of the gif, I don't do gif recordings often Sad

Definitely I want to play that version of the game  Tongue
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WhiteRedEye
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« Reply #1205 on: April 29, 2018, 08:39:27 AM »

I had just added an enemy to an Asteroids clone I was working on and had implemented the ability for it to shoot projectiles in random directions but had forgotten to actually call the movement method on said projectiles, and I also fudged the code that controls it's rate of fire making it insanely high.  The result was this wierd but kinda cool looking braille-like pattern trailing behind the enemy.



Then when I added collision detection to the enemy I forgot call the method that destroys it, causing it to continuously collide with an asteroid that had already been destroyed every frame that it was in its collision bounds, spawning two new asteroids each time. Looks pretty but caused some terrible lag to say the least!

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Zireael
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« Reply #1206 on: April 29, 2018, 10:07:47 PM »

Haha, that Braille pattern <3
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Mannapi
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« Reply #1207 on: May 01, 2018, 02:31:43 PM »

The worm turned out a bit more demonic than intended.
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JobLeonard
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« Reply #1208 on: May 04, 2018, 04:58:24 AM »

@WhiteRedEye: Love it!

@Mannapi: I repeat what I said before: I'm not sure what I'm looking at, but it looks fantastic
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ALourenco
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« Reply #1209 on: May 08, 2018, 03:05:35 AM »

Using and modifying someone else's collision code to try and get myself to remember how it's done, I tried to create a platform-style runner engine a lá the autoscroll levels from The Smurfs Nightmare.
I accidentally created a bulldozer as the player character instead.

Also please forgive the shit quality of the gif, I don't do gif recordings often Sad

Lawn Mower Simulator?
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Game Engines and Computer Graphics in free time.

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« Reply #1210 on: May 08, 2018, 09:46:19 PM »

I was working on a meshing algorithm on the popular bunny geometry. I'm not sure what exactly went wrong, but somehow nearly all triangles went almost black and edges were assigned to subsets (parts of ageometry that get visualized) in a quite special way. None of this was intended, of course.


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Zireael
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« Reply #1211 on: May 08, 2018, 10:11:35 PM »

Wow, that's a fairly striking bunny!
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JobLeonard
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« Reply #1212 on: May 09, 2018, 11:42:50 AM »

Is that the 10 PRINT CHR$(205.5+RND(1)); : GOTO 10 algorithm in shader form?
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Mannapi
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« Reply #1213 on: May 09, 2018, 01:27:43 PM »

Exactly what I thought! That algorithm was the inspiration for my wip game, Flip Flow.
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buto
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« Reply #1214 on: May 09, 2018, 01:58:28 PM »

Hehe - no. No shaders involved, actually. Should be purely topology based. Nevertheless, "10 PRINT CHR$(205.5+RND(1)); : GOTO 10" would surely look nice on a 3d geometry...
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buto
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« Reply #1215 on: May 09, 2018, 02:04:06 PM »

Quote
Exactly what I thought! That algorithm was the inspiration for my wip game, Flip Flow.
Yes indeed, this looks quite similar. Nice idea for a game Smiley
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gimymblert
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« Reply #1216 on: May 09, 2018, 05:54:37 PM »

I hope you save that bit of code and put it somewhere for posterity to study for countless generations
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JobLeonard
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« Reply #1217 on: May 10, 2018, 06:42:42 AM »

^
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powly
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« Reply #1218 on: May 16, 2018, 05:16:28 AM »

a geometric case of stack overflow

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Ordnas
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« Reply #1219 on: May 16, 2018, 11:55:01 PM »

Modern art!
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