@Atrix256 Yes indeed, interesting. I have never thought about sampling in the context of wrap-around (I am usually using this with e.g. raymarching). I also like (i + 0.5)/N :) I honestly have no idea in what case one should prefer one vs the other.
@MarkWilds Hey Mark, I have been meaning to do that for a long time now, my apologies. It's on my todo list and I'll ping you when I upload it here soon!
Getting back into coding. Vim clone written in Lua. No frameworks, just OpenGL. Far from full-featured but for two day's worth of work it feels like a solid start. Always wanted my own Vim :) #vim#coding
@flatfingers0@McLean0 100% agreement. Drives me mad on a daily basis. We are living in the past, someday someone will solve it :) My bet is on @paniq !
@steveinpursuit Found your article on infinite sets today in yet another round of frustrated Googling while thinking about how obviously wrong Cantor was. Lovely writing. Plus you took a dig at Copenhagen in the same article! You're a good lad. I am excited to read Square One :)
Limit Theory Development Summary: February - April 2018. If you like smart AI and dynamic economies in single-player games, my oh my do we have a treat for you... https://t.co/fLQ5O6FjUS
@newobject@ocornut Yep Omar is right, just getting familiar with the API you can achieve this -- that widget you are looking at is styled & indented Text(), nothing more
Wow, it feels *so* good to (finally) have an inspiring workflow. Very exciting time for LT development! Want to sincerely thank @ocornut & Dear ImGui contributors for making it possible :) Devlog & details: https://t.co/tgdHXnV6fh #gamedevelopment#indiegame#LimitTheory
@paniq@ocornut Yes sir, very comfortable 60+ FPS no problem...the super-low draw call count in DImGui really makes a world of difference. Any perf problems here are always CPU-side for me, but have not occurred enough to be worth investigating :)
@Bravo813_305 That being said, I think CAs to generate 3D structure is going to be significantly harder than using traditional techniques with noises, SDFs, IFS, etc. CA behavior is so much more chaotic, hard to predict/control -- you really will need to be a master of them ;)
@Bravo813_305 Yes and yes. Have done a lot of work on CAs for fun. 3D is harder due to combinatoric explosion of possible rulesets -- finding good rulesets to create interesting structures in 3D may be problematic (maybe best to take hierarchical approach?) But definitely possible..
@paniq For better or worse, bang-head-against-wall does seem to produce good results 😬Scopes, from what I have seen, could really be huge for us procedural-obsessed folks. Keep at it, really do look forward to seeing where it goes