loren schmidt

@lorenschmidt

images, words, games, and other digital art. she / they. please support my work on patreon:

Joined October 2009

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  1. Pinned Tweet
    22 Sep 2018

    announcement thread! my next project is a gardening game 🌱🌱🌱🌱🌱🌱🌱🌱 with a surreal fantasy setting, 🌌🌌☄☄ programmable magitech robots, ✨💻💻✨ an emphasis on ecology, 🌸🌸🌸🌸 and existential horror components. 🕳🕳🚪🕳 working title, "nectar thief"

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  2. 5 hours ago

    eternal looks so colorful and tactically solid. it seems like it's even more up my alley than 2016 was. the increased emphasis on motion + embracing the game's artificiality are absolutely the right direction.

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  3. 5 hours ago

    trying to finish a nightmare run of doom 2016 by the time eternal comes out. it's so good. i really respect the risks they took with the design.

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  4. being human is like horse racing except you bet on all of them at once and also you are all the horses

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  5. Retweeted
    Feb 1

    me, an astrophysicist who has published 2 (nearly 3!) papers on Betelgeuse and specializes in supernovae: *tweets about Betelgeuse* men in my mentions: “well actually it may have already exploded do you know how light works here’s the Wikipedia link also calm down”

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  6. perspective matrix bug, with cube array

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  7. ok, progress: i have isolated the problem. if i turn off my perspective matrix completely, i have a perfectly respectable ortho projection. so the problem is somewhere in the perspective operations.

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  8. let's play what is wrong with my perspective matrix

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  9. Feb 1

    if i ever get this working i am going to have so many good ideas for z-fighting as decoration

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  10. Feb 1

    ha this is definitely one of those moments where fixing a bug will make it worse

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  11. Feb 1

    my goal right now is to get this set up so i have a fully independent object rotation + scale + transform operation before the camera rotation + transform. it's getting there. rotation around Z works but i am getting some kind of weird y rotation bug.

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  12. Feb 1

    i have fallen in love with 'internal section' recently. i can't believe i have never seen this before. it's so beautiful and lovingly made

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  13. Retweeted
    Feb 1

    it could be worth it to spend some time thinking about what weird rules you could make for your world to fit it to the nature of the simulation harmoniously. i always think about the way simcity 2013 had simulated people, but they weren't attached to individual houses.

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  14. Feb 1

    oh and sheetrock is out! the only acceptable surface treatment is meaninglessly detailed geometric panels which bolt on to the wall.

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  15. Feb 1

    it's 2020 so everyone officially has to switch to colored spotlights for everything and add tastefully placed overhead fog machines. bonus points if you place your lights behind gratings or rotating fans.

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  16. Feb 1

    wow this is the first time i've seen z-fighting in this renderer and it has a really interesting texture! i'm sure once i clean up depth channel it'll look different, but this is so nice.

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  17. Jan 31

    you'd lose something without continuous granular simulation. some phenomena are granularity dependent and cannot be simplified at large scales. but if you played to the strengths of this you could have a huge simulated world which could truly change in large ways over time.

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  18. Jan 31

    and if you add people to a city, you have retroactively make dwelling places, farms, etc. which fit the new homeostatic state of the parent container.

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  19. Jan 31

    then if you zoom in, looking at individual groups of people or cities or towns, it decides how the larger scale changes it has simulated should affect those finer homeostatic units. maybe the planet gained 30% people in the coarse simulation. it now has to actually place them.

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  20. Jan 31

    the basic idea is that each container is zero sum. a planet has so much food, so much metal, so many people, etc.. and over time it can exchange with neighboring planets + update its simulation at planet level. there can be droughts, or plenty, or emigration, run at that scale.

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  21. Jan 31

    thinking about an approach to live, simulated generated worlds which uses nested homeostatic units. a city can be run as a single homeostatic unit if you're zoomed out. if you zoom back in, it will "catch up", making new buildings, changing where fields of crops or buildings are.

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