I'm quite pleased with my train on a hex-planet.
Tech mostly done, now on to hard part: gameplay.
#indiegame #gamedevpic.twitter.com/Gy7lkOBHqB
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Replying to @BramStolk
Pleasing to see we made the same choices when putting trains on hex planets!
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Replying to @tom_forsyth
Cool! But do your choices include support for trains on pentagons? (see image centre.) Because I'm rather proud of that one :-) Also: do you have screenshots?pic.twitter.com/KZEiTBwDAL
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Replying to @BramStolk
My world is flat, so no need for pentagons. I might eventually make it toroidal and just render it with a slight curve - not sure yet.
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Replying to @tom_forsyth @BramStolk
Having real actual pentagons, and hexagons with flexible angles/side lengths, is pretty neat - very impressive!
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Replying to @tom_forsyth
I define the entrance and exit to the tile with quaternions. The shader interpolates between them. So if needed, I can make the trains ride inverted and do cork-screws. I guess tech-wise, it could suit a roller-coaster game, but I find that
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Replying to @BramStolk
Since you're using quaternions, an indavertent double-twist is bound to happen at some point. Something something hairy ball theorem even number of sign bugs something something :-)
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Replying to @tom_forsyth
Thanks, I will have to look out for that. I was hoping this check would prevent that: https://github.com/rlk/util3d/blob/1ae9709881d71372cc38076f06fd1604873432a1/math3d.c#L197 …
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Replying to @BramStolk @tom_forsyth
Ah, probably from double-cover. Casey has a video on it, thankfully.https://www.youtube.com/watch?v=vmAY5kP-tpU …
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Replying to @BramStolk
@cmuratori I found J.Blow's link to “A Paper About Rotation Interpolation That We Will Never Finish Because We Are Lazy” But not the actual text. Did a copy of it survive somewhere?1 reply 0 retweets 0 likes
I don't know, but I don't think there's anything new in it at this point - all the information we were trying to put out there eventually got out there (don't use the exponential map, linear interpolation of quaternions works, etc.)
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