3 optimization tiers for procedural 3D phones via three-bvh-csg:
• Sequential (2.2s): O(N^2) rebuilding
• Batched (1s): mergeGeometries first
• Cached (0.7ms): Hashing input JSON
Full engineering write-up on running CSG in production: https://t.co/uO1ZgteAiK
#threejs#csg
me: this demo will take 5 minutes to record
also me: re-records it 6 times
anyway — empty scene to finished carousel in ~50 seconds.
#buildinpublic#indiedev
spent 8 months building an app
spent 2 days on the store screenshots
wondered why nobody downloaded it
the store page IS the product. learned it the hard way — then built https://t.co/kAhepXhsRH because of it
#buildinpublic#indiedev
Do you think nostalgia is a strong enough hook for a micro-game?
I’ve been experimenting with a retro remake of Space Impact… for the Apple Watch. Curious what you think:
https://t.co/VFeSdqbtFX
#gamedev#retrogaming#applewatch
@HonzaLuH @filipkraucher Hry, co si vymenoval asi predaje poldu neovplyvnuju, je to iny zaner. Mozno je problemom samotna cielova skupina - cesi a slovaci. Vela z nas je este zvyknutych piratit. Clovek by povedal, ze cielovka su ludia, co uz co to zarobia a radi podporia domaci vyvoj, ale asi nie...
@HonzaLuH @filipkraucher Mozno som sa zle vyjadril. Nemyslel som tym co najnizsiu cenu. Tiez nie je dobre ist pod cenu. Umenie je trafit tu spravnu. Neviem, aka je spravna pre poldu, ale casto citam nazory, ze ta sucasna je privysoka.
@filipkraucher Rozumiem. Ale aby som zodpovedal otázku, nemyslím, že DRM je cesta. Hlavne nie pre indie vývojára. Zároveň si odpúšťam prednášky o kompetitivnom pricingu a podobne. Iba kolegialne držím palce!
I wish all my followers outside Ukraine could take a moment to appreciate the absolute gift of not having their home invaded. That feel is so underrated.