qwerty

@xhrkit

C++, Micro Controllers, NES Emu dev, Retro/3D Game dev, Voxel, Micro OS, Hskell, Go, PICO-8

Vrijeme pridruživanja: veljača 2016.

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  1. proslijedio/la je Tweet
    1. velj

    c=circfill::_::cls(9)q=rnd c(64,64,30,7)srand()for i=0,70 do x=flr(q(148)-t()*(8+q(8)))%148-10y=32+q(64)r=5+q(5)for j=0,1 do c(x+.5+j*(x-64)/30,y+j,r,15-j*11)end end for i=0,999 do x=(i-t()*8)%128y=q(128)u=x*.5+32v=y*.5+32 if(pget(u,v)==7)line(x,y,u,v,7) end flip()goto _

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  2. proslijedio/la je Tweet
    29. sij

    FURNACE cls(1)b=128w=18x=36y=b-w for i=w,y,x do rectfill(i,w,i+w,y,0)end memcpy(0,24576,8192)r=rnd::_::srand()for i=0,999 do if(i<5)pal(i+2,({2,8,9,10})[i],1) m=t()*x%r(b-x)circ(r(w)+w+x*flr(r(3))+r(9)*cos(t()+r()),y-m,1,7-m/23-r(3)) if(i==970)sspr(0,0,b,b)end flip()goto _

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  3. proslijedio/la je Tweet
    7. sij
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  4. proslijedio/la je Tweet
    25. sij

    New release of for with sub-pixel polygon rendering (inc. textured clouds). Play/download at:

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  5. proslijedio/la je Tweet
    24. sij

    Mathematical Rendition of Planets Colliding

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  6. proslijedio/la je Tweet
    23. sij

    "Blue Vertigo" Bathtub drain swirls are quite mesmerizing. I sometimes watch them hypnotized till water runs out. When I finally regain my consciousness I realize I am very cold. 279 bytes src in next msg

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  7. proslijedio/la je Tweet
    14. sij

    a=0pal(13,8)l=line ::_::cls()for p=128,0,-8 do b=a a=p*.9+sin(p/300+t()/2)*19k=8+p/8%5l(p,118-b,p,114-a,k+1)l(p,128,p,123-a,k)l(p+8,128,p+8,119-a,k)l(p-8,118-a,p,122-a,k)l(p+8,118-a,p,122-a,k)l(p-8,118-a,p,114-a,k)l(p+8,118-a,p,114-a,k)end flip()goto _

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  8. proslijedio/la je Tweet
    1. ruj 2018.

    Here's a quick itsy bitsy morphing wormhole effect in 278 bytes for the Hope you like it. Hadn't done a dots tunnel in a while. ♻️+❤️=🤪

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  9. proslijedio/la je Tweet
    17. svi 2019.

    Game Engine Black Book: DOOM v1.1 Game Engine Black Book: WOLFENSTEIN 3D v2.1 Free pdfs, high-quality 80g premium color prints, and source code are now available:

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  10. proslijedio/la je Tweet
    11. sij

    Tried using ray-cast view for the dungeon crawler. way easier to code and not that high render cost.

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  11. proslijedio/la je Tweet
    11. sij
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  12. proslijedio/la je Tweet
    11. sij

    on is still alive! - rendering engine is 25% faster - all tracks fit into HTML export now! - using extended colors 😜 Next: decent AI to compete with!

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  13. proslijedio/la je Tweet
    7. sij
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  14. proslijedio/la je Tweet
    7. sij

    I once met a guy who was literally a traveling salesman and I mentioned as a joke "I learned in college that your job is impossibly hard" and then he showed me an app on his phone that literally solves the traveling salesman problem.

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  15. proslijedio/la je Tweet
    6. sij

    All 6502-based Tiny Emus now support stepping by single cycles in the CPU debugger, very useful for debugging the video system, interrupt timing etc... Not yet for Z80 systems because Z80 emu isn't cycle-stepped yet. Webpage also updated:

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  16. proslijedio/la je Tweet

    just playing with 's cast demo. adding some fill patterns, some accent lines, and angling the camera down a bit has the makings of a nice 3rd person, free-roam camera. Those vertical accent lines are a little tough to get right.

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  17. proslijedio/la je Tweet
    30. pro 2019.

    cls() ?"2020 happy new year!" memcpy(0,24576,2048)::★::cls(1) for x=0,78,.5 do for y=0,5,.25 do if sget(x,y)>0 then w=6+x*8 z=10+sin(t()-x/15+y/10)*5+y*16 r=5 if x>15 then w=x*2-34 z=z/8+108 r=0 end circfill(w,z,r,8+y) end end end flip()goto ★

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  18. proslijedio/la je Tweet
    1. sij

    Hello! Remember that helicopter game I was working on? Well.. you can now (finally!) play it here:

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  19. proslijedio/la je Tweet
    30. pro 2019.

    ドット・ボクセル絵日記1周年達成以降、表現の幅を広げてくれた作品たち編 1. aquarium_set 2. landscape-bottle 3. herbarium_set 4. hitokuchi-town (ひとくちタウン)

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  20. proslijedio/la je Tweet

    A study of controlled human body motion in 3D space. The particles have no ID but interpolate to random measurements. Still needs way more training to control choreography. Mesh version here:

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