Prototyping a writing challenge in this text editor. As long as you never stop writing you wont get sliced in half by a laser.
#gamedevelopment | #indiegame
My Friendly Neighborhood, a survival horror game with a heart.
96% Positive on Steam, 1,100 reviews
9/10 on Screenrant
84 on Metacritic
Polygon Recommends Award
This is my shot to get enough traction on a game to start a studio with. :) Go check it out!
https://t.co/DcIaV65VA2
I badly need someone I know right now who has either dealt with their Google account being compromised or knows someone at Google. There's no way to contact them and the recovery page won't work.
I'm only 5 minutes in and I love it. Check out the Tentacle Typer demo on Steam if you like to write, but also want to be a Lovecraftian monster tickling the ivories at the same time. It's the ultimate multitasking experience.
@LeapJosh#indiegames
@FirefoxyLeGibus If I understand you correctly, all of them would be guaranteed to if your image was big enough!
Downscaling hides this, but the very top row of pixels is black in the thicc gradient on the left, bottom row of pixels should be white. The grey bands should be evenly distributed.
Cool threads. Makes me want to some share dark magic I've got for getting more than 255 "shades of grey" out of a 32bit texture. Treat all 4 color channels like they're a single thicc color so you get 2^32 unique shades for packing. 4294967296 > 255 :D
1/
https://t.co/alwGBEep9Y
Could pump up the jams on regular 8 bit greyscale noise textures by doing a few passes of some kind of smoothing algo and the ~ddx, ddy~ intrinsics into all channels. Overkill for most things, but really helpful for things that need more continuousness than 255 provides!
5/5
You could use this technique to make a shader that shows an animation for solving an elaborate maze that's 132 years long@60 frames per second with no duplicate frames. So that's fun and definitely useful.
4/
Say you want to generate a heightmap for a ramp and you're tired of 255 shades of grey is giving you stairs. Open up the whole colorspace with a shader like this. It looks like predator vision with a head injury but it's fine.
2/
@jhamby@Danielleri This'll work if the shape is guaranteed to be convex, but if you can have concave shapes this breaks down. The evil of the horseshoe requires more finger wiggling.
@Danielleri I think it might add some clarity if via those wiki articles, instead of calling the method "isInside" you call it "isntABarrier" mentally. Then I'd check any barrier cell that a player drew, loop through its neighbors for the first to isInPoly = true, then floodfill from there.
@Danielleri Another way would be to check some candidate spots against a point-is-in-poly method ala https://t.co/dkBsxWXMut this is probably better under most circumstances.
@Danielleri but that leads to another question, from where do you _start_ the fill if a player draws an arbitrary path? Whats inside vs. outside?
You could fill from the first empty space next to the path, inverse the filled area, and choose the smaller set of the two?