JobLeonard
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« Reply #1300 on: February 17, 2020, 11:55:54 PM » |
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It looks really cool but also somewhat makes my skin crawl. I think that's a compliment :p
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oahda
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« Reply #1301 on: February 21, 2020, 01:49:06 AM » |
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Cute!!
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Ordnas
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« Reply #1302 on: February 22, 2020, 04:03:27 AM » |
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It seems a monster from an R-Type game, cool! :D
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Games:
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JobLeonard
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« Reply #1304 on: February 27, 2020, 10:13:31 PM » |
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My therapist: Sky-Ross isn't real, he can't hurt you Sky-Ross:
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nova++
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« Reply #1305 on: February 28, 2020, 11:24:54 AM » |
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Not again... (I forgot to delete a camera I was using in the interior scene to test occlusion culling)
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oahda
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« Reply #1306 on: March 03, 2020, 03:26:19 AM » |
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zikbakguru
Level 0
successfully existing since 2001
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« Reply #1307 on: March 03, 2020, 11:03:53 PM » |
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This happened when I was coding some smear FX for player's weapon... Somehow, When player landed a hit on enemies with the weapon, It's trail tended to flash & the trail lose it's texture for a brief moment. Despite it's not 200% intended effect & I managed to found the cause behind it (I foolishly made some typo in shader's uniform setting routine) I found it actually improved the game's feels so I've implemented it as an official(?) feature! (v from the recent build; Thanks to this weird glitch I got this idea of flashing weapon trails to add the "juice" stuff every devs in kool kidz club are talking about)
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I might suck at English but you know what? I suck at life too :'>
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JobLeonard
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« Reply #1308 on: March 04, 2020, 02:30:40 AM » |
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Oh yeah, that definitely feels impactful!
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Monolyth Himself
Level 0
Hey guys, Mono here.
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« Reply #1309 on: March 14, 2020, 02:02:27 PM » |
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Lets see... well I spent almost 7 hours coding in a melee based enemy and debugging a few other things, only to have said enemy look right at my player character and drift to the right for no apparent reason. He seemed calm as he leapt off the end of the level.
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Vidak
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« Reply #1310 on: November 20, 2020, 08:08:18 AM » |
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Messed up my debug drawing script.
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JobLeonard
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« Reply #1311 on: November 21, 2020, 11:12:22 AM » |
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Lets see... well I spent almost 7 hours coding in a melee based enemy and debugging a few other things, only to have said enemy look right at my player character and drift to the right for no apparent reason. He seemed calm as he leapt off the end of the level. When your AI hates your spaghetti code so much it commits suicide.
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Schrompf
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« Reply #1312 on: April 04, 2021, 03:40:35 AM » |
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Don't know if this qualifies as "beautiful", but at least this thread could use some love. My noise function has discontinuities. This is one octave.
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Snake World, multiplayer worm eats stuff and grows DevLog
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JobLeonard
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« Reply #1313 on: April 04, 2021, 04:18:33 AM » |
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I like it! Like some weird steps out of a valley on the side of rock formations
And yeah, definitely could use some love
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Schrompf
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« Reply #1314 on: April 06, 2021, 05:16:54 AM » |
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"Try bezier patches", they said. "That's a proven solution", they said. We got patches so sharp you can slit open a finger.
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Snake World, multiplayer worm eats stuff and grows DevLog
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JobLeonard
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« Reply #1315 on: April 06, 2021, 05:42:59 AM » |
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That's some degenerate geometry dude
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bayersglassey
Level 1
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« Reply #1316 on: July 15, 2021, 09:19:10 PM » |
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My noise function has discontinuities. This is one octave.
No idea what's going on there but it looks cool. :D
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Schrompf
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« Reply #1317 on: July 16, 2021, 11:07:35 AM » |
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Thanks! But you all need to fail more often, and preferably in a beautiful fashion. I sure ain't the only one producing weird'n'interesting stuff. Today's fail after a lot of doing nothing is this: some blending function uses an unsaturated factor, and the result is sort of... nice? Doesn't look like biology, but kinda sweet nonetheless. Click for full image.
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Snake World, multiplayer worm eats stuff and grows DevLog
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Schrompf
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« Reply #1319 on: July 18, 2021, 03:29:18 AM » |
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I'll have a look, thanks
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Snake World, multiplayer worm eats stuff and grows DevLog
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