Poems in true chronological order by post date
-> file: fediverse/3024 ═══════════════════════════════════════════════════──────────────────────────────── social media algorithm that tries to prove you wrong instead of flattering your fancies ┌─────────┐ ┌───────────┐ │ similar │ │ different │ ╘═════════╧════════════════════════════════════════───────────────────┴───────────┘ -> file: fediverse/3025 ═══════════════════════════════════════════════════──────────────────────────────── axioms of game design: every unit should feel useful, and units should always be able to scale. meaning, reduce the number of "this ability stacks 3 times" (instead stack infinitely, to allow for focused placement) and increase the number of (to allow for varied composition) "for each other blue debuff, decrease energy regeneration" style effects. ┌─────────┐ ┌───────────┐ │ similar │ │ different │ ╘═════════╧════════════════════════════════════════───────────────────┴───────────┘ -> file: fediverse/3026 ═══════════════════════════════════════════════════──────────────────────────────── calculate the movement of massive amounts of in-game units by using compute shaders to process their AI. doh. most things are driven by momentum, and that's something that can be applied to large matrixes of data. like, units standing in formation, or snowflakes falling from the upside-down surface. (snowglobe emoji) (speaking of snowglobes - you know those old "water and oil with food coloring in it" sand clocks? errr... hourglasses, except for like 5 minutes or whatever. they were a useful parenting tool because you could say "in 5 minutes we're going to go eat lunch" and your autistic kid would be like "right so about halfway through the blue and purple one") ┌─────────┐ ┌───────────┐ │ similar │ │ different │ ╘═════════╧════════════════════════════════════════───────────────────┴───────────┘ -> file: fediverse/3027 ═══════════════════════════════════════════════════──────────────────────────────── @user-570 that sounds really interesting and I'd love to read anything you write about it ^_^ ┌─────────┐ ┌───────────┐ │ similar │ │ different │ ╘═════════╧════════════════════════════════════════───────────────────┴───────────┘ -> file: fediverse/3028 ═══════════════════════════════════════════════════──────────────────────────────── @user-570 I can write C in Rust, but I can't write Rust in any other language. there's a lot of unique semantic options for accomplishing things that I already know how to do that I often find my syntax is pretty... basic. lots of manual assignments, no more than 4 or 5 levels of function nesting. I like to use threads and arrays, and think about in-game simulation more like a calculation than an input-reacting device. though input would certainly be encouraged to make the simulation more precise. the borrow checker gets in my way, but that's not too big of a problem - I just have to copy a bit more data around. Easy peasy. (I'm a bit rusty, but I can learn syntax) ┌─────────┐ ┌───────────┐ │ similar │ │ different │ ╘═════════╧════════════════════════════════════════───────────────────┴───────────┘ -> file: fediverse/3029 ═══════════════════════════════════════════════════──────────────────────────────── ┌────────────────────────┐ │ CW: re: food-mentioned │ └────────────────────────┘ don't eat desert afterwards, there's enough sugar in this to delight a horse ┌─────────┐ ┌───────────┐ │ similar │ │ different │ ╘═════════╧════════════════════════════════════════───────────────────┴───────────┘ -> file: fediverse/3030 ═══════════════════════════════════════════════════──────────────────────────────── @user-570 ooooo separating additive and multiplicative, I love that. I do like specificity unless "increased" and "more" always corresponds to +10% and +50%, or if the "rate of increase" is a stat stored on the character then "increased" could increase quality by however-many percentage,, while "more" could be "more soldiers" x(charisma_stat) I tend to think of percentages like "0-100 (or more) stacks" of a particular effect, so I think that's just how my brain works... xD clumping them up into discrete groups - like, anti-abstracting, or measuring things that are just a few. "is this belt better than this one?" "is this pair of tongs even for larger buffs like +10% or +50% or whatever, those are just... 10 stacks, or if percentages are usually round numbers like +10% and +50% then like... +1 stack which calculates to +10% the hard limit vs math limit thing you said is amazing ^_^ ┌─────────┐ ┌───────────┐ │ similar │ │ different │ ╘═════════╧════════════════════════════════════════───────────────────┴───────────┘ |