Mathew Byrne

@mathewbyrne

I like to make things. Engineer at , gqlgen contributor. Worked on Emojipedia.

Melbourne, Australia
Vrijeme pridruživanja: ožujak 2007.

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  1. prije 5 sati

    The two things that really stand out to me so far — a battle between Duty and Freedom that I just witnessed then cleaned up afterwards getting all the top tier guns. And that flute and guitar tune that plays in the bar 🎸🍺

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  2. prije 5 sati

    I've been plodding through S.T.A.L.K.E.R. the last week — and it's definitely up my alley. I bounced off it hard when it released but I think I've just mellowed out a lot in my tastes since.

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  3. prije 15 sati

    There’s definitely some sort of game dev lesson here about starting with the dumbest thing you can possibly imagine.

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  4. prije 15 sati

    Extremely simple to implement and even animate. Added a wobble by the cosine of time.

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  5. prije 15 sati

    Spend a whole night trying to fit a Catenary to two points in 3D space to represent a fishing line. Get nowhere. Decide fuck it and eyeball a single control point Bezier and it looks great.

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  6. 2. velj

    I’ve never intuitively understood what a parent-child relationship is intended to model in a scene graph. Sure it’s handy to be relative to a parents transform but I usually don’t want this behaviour fairly quickly.

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  7. 31. sij
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  8. proslijedio/la je Tweet
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  9. 28. sij

    I’m gonna miss Kitsuragi.

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  10. 19. sij

    I almost feel like Spelunky runs where no bomb bags spawn either in boxes or in the shop before the Jungle are a design flaw.

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  11. 17. sij

    Snarky video game hot take of the day: I guess they need the extra time to make Cyberpunk actually fun 😅

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  12. 15. sij

    And what’s a good way to author specific curves for this mapping? Currently I’m manually drawing on paper then writing functions to match them.

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  13. 15. sij

    What’s the generic term for a function that maps [0.0, 1.0] => [0.0, 1.0]? I guess easing functions are this specifically applied to changes over time, but doing some shader programming at the moment and finding them all over the place.

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  14. 14. sij

    After finally watching Stalker (1979) I'm keen to revisit the games. I haven't played any since Call of Pripyat came out in 2009. Just looking at the list of mods most forums recommend is pretty daunting though; and usually I like to keep as vanilla an experience as possible.

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  15. 12. sij

    It has also had me firing up Spelunky for the first time in a while, as well as reminded me we're likely to see Spelunky 2 this year. And now I'm hoping that I stick with Noita instead of spin off on a months-long Spelunky tangent.

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  16. 12. sij

    Noita is the Spelunkylike I thought it would be. I am finding it's secrets and less-overt mechanics a little impenetrable. Also I'm struggling to get decent wand configurations, but I suspect it's because I'm often not getting past the third floor.

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  17. 10. sij

    Also Dark Souls II might be the best one. But also Bloodborne 🤔

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  18. 10. sij

    But just letting go of this impulse allowed me to experience the utter satisfaction of ordering and retrieving icons from my warehouse. I'm diving into Expert now and making the game harder is interesting, but ultimately maybe not the point.

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  19. 10. sij

    At about 60-80 items unlocked I hit a point where my natural inclination was to stop playing; the aggravation of not having everything perfectly placed between each round was extremely off-putting and had me putting down my Switch each time.

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  20. 10. sij

    Finished normal mode. By the end I found it completely liberating to just let go of trying to control the placement of every single item and just let my warehouse grow organically. Stocktakes were frequent enough to keep the marco-organisation under control.

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