working on a new idea
pic.twitter.com/umpmM0cheU
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Replying to @antonkudin
surprisingly no math at all, hardly! just lots of "magic"
2 replies 1 retweet 52 likes -
Replying to @jesseringrose @antonkudin
rendering the outline, reading the texture, then marching squares?
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Replying to @TylerGlaiel @antonkudin
pretty close! rendering is just edge detection. then the dot raycasts around itself to build a little local neighborhood, then walks the line. lots of magic to make it stable though!
2 replies 0 retweets 58 likes -
Replying to @jesseringrose @antonkudin
yeah smart. basically the same thing without needing to read a texture. i made an entire game based on reading a rendered texture, never again
1 reply 0 retweets 15 likes -
Replying to @TylerGlaiel @antonkudin
oh yea - that's the first avenue i went down, but it was pretty rough. i was going to need the physics anyways, so two birds with one stone i guess
1 reply 0 retweets 5 likes -
Replying to @jesseringrose @antonkudin
i managed to shove physics onto mine by writing extra types of shapes for box2D... not worth it. To this day the game still has issues on some GPUs cause of rendering differences
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would probably have written a software renderer or done something with polygons+math instead if I did that game again today
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Replying to @TylerGlaiel @antonkudin
that's exactly the road i started to go down too, writing a dead simple rasterizer with just black and white - woulda worked pretty well i think, but it makes me tired just thinking about having to build it.
1 reply 0 retweets 2 likes
I've done this for a laser vector demo (last third, starts at 1:40). No GPU. Though I have bitmap tracing code, I wanted proper vector rendering. I ended up writing a Zbuffer-only triangle rasterizer to build an occlusion mask.https://youtu.be/1038A3zKyOw
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Replying to @marcan42 @jesseringrose and
The whole 3D vector edge renderer was rushed together in one sleepless night from scratch, so there are some glitches, but it works surprisingly well :-)
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