SourcE is a 2D pixel roguelike set in a sci-fi fantasy world!
Join us to explore procedurally generated levels, chaotic attacks and epic elemental battles 🔥
🔔 Fresh from the Devs: In-app merge preview
No more guessing before you hit merge - now you get a clean side-by-side view of what’s coming in.
Merge with confidence 💪
#Diversion#VersionControl#gamedev#devtools
📦Feature drop: Read-only clones
Need a safe way to share a repo? Now you can clone it with read-only access - perfect for teammates who just need to take a look😇
#Diversion#gamedev#versioncontrol
✨Just released: Organization summary page
Get a clear view of your org - members, workspaces, and recent activity - all in one place.
Perfect for admins (and the curious ones too😉)
#Diversion#VersionControl#gamedev#devtools
Big news! 🎉
Diversion has raised $12M in total funding, with @konvoyventures leading our latest round.
Huge thanks to all our investors who believe in our mission to simplify version control for game devs & digital creatives.
We’re just getting started! 🚀🎮
#GameDev #Startups #FundingNews #Diversion
"It’s called Monster Punk, not Buggy Punk! 😤"
So we redesigned and it feels way better now!
I can’t wait to show it in motion, but we’re still polishing the game’s overall style
Should I keep sharing even if it’s still early?
Also, like the new truck?
#Monstertruck#gamedev
Let’s talk numbers...
For the line defined by:
A = (x₁, y₁)
B = (x₂, y₂)
The interpolated point is:
P(t) = ((1 − t)x₁ + tx₂, (1 − t)y₁ + ty₂)
Where t is the value we’re interpolating for.
🧠 Bonus:
Know how to extend this to 3D? Drop it in the comments 👇
#gamedev#indiegames#math
Got inspired by a Fourier transforms post to start a series about making math concepts beginner friendly
I’ll write about 2D, as it's simpler to understand
Will provide sources for further reading when relevant!
Let's Start: Linear interpolation
But wait a sec.. Why "linear"?
Cause it preserves distances ratio between input and output
Meaning, if an input is twice as far as the first input
(like 0.3/0.6), the res points on the line will be twice as far.
This is why "const speed"
(Simplifying a lot, but that’s the idea)