@sinbad Oh, that's my N-d array class with overloaded operator() (because multi-argument operator[] is only in C++23), and yep, it returns a reference!
Notices by Nikita Lisitsa (lisyarus@mastodon.gamedev.place)
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Nikita Lisitsa (lisyarus@mastodon.gamedev.place)'s status on Monday, 27-Jan-2025 05:42:36 JST Nikita Lisitsa
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Nikita Lisitsa (lisyarus@mastodon.gamedev.place)'s status on Monday, 27-Jan-2025 05:28:07 JST Nikita Lisitsa
I'm in the middle of huge refactoring, so I decided to take a break and do some water sim again. This time using the virtual pipes model, it turned out to be amazingly simple.
Don't have time for a fancy 3D viz, but still this might be the best shallow water sim I've made :)
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Nikita Lisitsa (lisyarus@mastodon.gamedev.place)'s status on Monday, 27-Jan-2025 05:28:05 JST Nikita Lisitsa
@artificialmind I'm using this paper: https://diglib.eg.org/bitstream/handle/10.2312/vriphys20181067/045-054.pdf (section 3.1 is the main stuff), without viscosity & without any multi-layer stuff, together with outflow scaling that they mention from this paper https://inria.hal.science/inria-00402079/document
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Nikita Lisitsa (lisyarus@mastodon.gamedev.place)'s status on Monday, 27-Jan-2025 05:28:04 JST Nikita Lisitsa
@artificialmind Here's the whole update code. bed is NxN array of terrain elevation, water is NxN water column height (so bed + water is the height of water surface), flowx is (N+1)xN of horizontal pipes, and similarly flowy is Nx(N+1) for vertical pipes.
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Nikita Lisitsa (lisyarus@mastodon.gamedev.place)'s status on Friday, 24-Jan-2025 21:56:52 JST Nikita Lisitsa
@sinbad I believe I'm past the Stockholm Syndrome era, and now I'm in the "I want to create stuff, not complain about stuff" era :)
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Nikita Lisitsa (lisyarus@mastodon.gamedev.place)'s status on Friday, 24-Jan-2025 21:25:55 JST Nikita Lisitsa
@sinbad Imo it's a matter of perspective. I still love computers after working with them for...about 17 years probably?
Just accept that "everything is always broken" is how things are meant to be and suddenly it's not that bad
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Nikita Lisitsa (lisyarus@mastodon.gamedev.place)'s status on Saturday, 04-Jan-2025 21:48:48 JST Nikita Lisitsa
Also tweaked the spruce leaves texture a bit. It's probably not the final look, but feels like a step in the right direction - I never liked how flat it looked.
Here's a before/after:
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Nikita Lisitsa (lisyarus@mastodon.gamedev.place)'s status on Wednesday, 25-Dec-2024 03:08:02 JST Nikita Lisitsa
Computer graphics community must be so weird to outsiders. Everybody is just posting literally the same image of the same scene, and everyone else is congratulating them
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Nikita Lisitsa (lisyarus@mastodon.gamedev.place)'s status on Tuesday, 24-Dec-2024 00:14:49 JST Nikita Lisitsa
@sinbad Awwww :3
We have two 6-month-old chaotic stray voids who love doing the same -
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Nikita Lisitsa (lisyarus@mastodon.gamedev.place)'s status on Wednesday, 18-Dec-2024 01:16:43 JST Nikita Lisitsa
@sinbad I did an overwhelming 14 last year, and 9 this year of which 6 are part of a series (which I guess counts as separate articles?), though I'm planning to still have one or two more by the end of the year
I've noticed that I have much less energy and fewer ideas on what to write this year, though
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Nikita Lisitsa (lisyarus@mastodon.gamedev.place)'s status on Friday, 13-Dec-2024 22:09:49 JST Nikita Lisitsa
@sinbad Wdym, how did you draw such awesome wizards then
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Nikita Lisitsa (lisyarus@mastodon.gamedev.place)'s status on Friday, 13-Dec-2024 03:53:24 JST Nikita Lisitsa
Modeled a few more degenerate-ish variants, all seem to fit the current idea (of having 7 small tiles and generating large hex tiles from them with smoothed normals).
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Nikita Lisitsa (lisyarus@mastodon.gamedev.place)'s status on Friday, 29-Nov-2024 21:35:02 JST Nikita Lisitsa
@sinbad @Doomed_Daniel That perlin noise on the background tho
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Nikita Lisitsa (lisyarus@mastodon.gamedev.place)'s status on Wednesday, 27-Nov-2024 04:17:01 JST Nikita Lisitsa
@julesh What do you mean by "closure" here? Like being closed under some operations, or closure operators like monads, or something else?
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Nikita Lisitsa (lisyarus@mastodon.gamedev.place)'s status on Sunday, 17-Nov-2024 02:13:16 JST Nikita Lisitsa
@SmallisBeautiful @sinbad I see, thanks! Yep, that's a big deal.
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Nikita Lisitsa (lisyarus@mastodon.gamedev.place)'s status on Sunday, 17-Nov-2024 01:14:03 JST Nikita Lisitsa
@sinbad What does "destructive" mean in this context?
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Nikita Lisitsa (lisyarus@mastodon.gamedev.place)'s status on Wednesday, 06-Nov-2024 19:12:33 JST Nikita Lisitsa
@julesh Oh wow, thanks!
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Nikita Lisitsa (lisyarus@mastodon.gamedev.place)'s status on Wednesday, 06-Nov-2024 19:04:06 JST Nikita Lisitsa
@julesh What do you mean?
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Nikita Lisitsa (lisyarus@mastodon.gamedev.place)'s status on Monday, 04-Nov-2024 03:26:24 JST Nikita Lisitsa
@sinbad I have a bunch of ideas of multiplayer games (both co-op and competitive) that I'd love to make some day, but the complexity inherent to multiplayer makes me horrified
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Nikita Lisitsa (lisyarus@mastodon.gamedev.place)'s status on Thursday, 29-Aug-2024 17:30:45 JST Nikita Lisitsa
I've found a fun way of generating simple tree bark textures in GIMP! First, fill the image with [Filters > Render > Noise > Cell noise], then scale it along the Y axis (I used 2x scaling).
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