Benjamin Davis
bnhw.bsky.social
Benjamin Davis
@bnhw.bsky.social
If we store these as vectors then the directionality is saved for us, so we can:
- Normalise the acceleration vector
- Take the cross-product of the world up vector and that normalized acceleration vector to find a nice axis to tilt around
- Scale how far we tilt by the acceleration vector's length
October 21, 2025 at 2:50 PM
The way this works is:
- Compare the current position to previous position to find the current velocity
- Keep a smoothed average of the recent velocity
- Compare the current velocity to the average velocity to find an approximation of the acceleration
- Tilt the carriage based on that acceleration
October 21, 2025 at 2:48 PM
My implementation isn't perfect, but it was one of those satisfying things where you have an idea and it turns out exactly how you imagined
October 21, 2025 at 2:41 PM
For me, I remember playing some version of Unreal Tournament while my older brother's Eurodance tunes blasted out

www.youtube.com/watch?v=9cQl...
Sash! - Ecuador (Official Video)
YouTube video by Altra Moda Music
www.youtube.com
September 18, 2025 at 5:39 PM
Woah woah woah, save it for the podcast
September 17, 2025 at 9:04 PM
Suitably evil banjo
September 3, 2025 at 8:12 PM
I was noodling on a friend’s banjo at the weekend and it made me want to get one again. If you make this tutorial maybe I will 👀
September 3, 2025 at 8:00 PM
(The best thing about it is it comes with custom icons for the different nodes)
May 9, 2025 at 2:38 PM
I'll likely post more about it once it becomes a bit more user-friendly, but if anyone is super keen on trying it out then I'm more than happy to talk through what's there
May 9, 2025 at 2:36 PM
Some of the systems really aren't there yet, some of them have been totally reworked during development of the game, and there's no documentation, but it did allow me to hit the ground running by handling piece state querying and undo/reset history automatically
May 9, 2025 at 2:34 PM
12+ people and a fork
May 6, 2025 at 1:17 PM
Congrats on the release!
April 30, 2025 at 6:03 PM
I’m satisfied with the results at least!
April 2, 2025 at 5:45 PM
Or, if you prefer, here's every animation at once
February 27, 2025 at 5:53 PM
I checked and there are apparently 3350 frames of player animation in A Good Snowman, including repeated frames and flipped versions.
February 27, 2025 at 5:37 PM
The game was all drawn and animated using Adobe Flash, which was this great tool that you used to be able build small games in with simple vector art and upload to the internet for other people to play.
February 27, 2025 at 5:25 PM