hattoff.bsky.social
@hattoff.bsky.social
More playing with this convolution. It has an interesting structure at exactly a=1 that is very sensitive to minuscule variation. Choosing a rational value of a<1 glimpses the roots in an ordered configuration and shows how they converge on the line Re = 1/2 in the complex plane as # roots -> inf.
May 28, 2025 at 4:50 AM
May 24, 2025 at 5:17 AM
Blastin' away 100 roots of unity in the complex plane with a special convolution I derived from Girard–Newton Identities.
May 24, 2025 at 5:17 AM
The perspective bounds are correct regardless of the player's screen configuration, camera FOV, or camera-constrained aspect ratio. Line traces are highly optimized and only done on points within the visible (or extended) frustum and on parts of the volume that face the player.
January 4, 2025 at 7:21 PM
Having an understanding of what the player is truly experiencing is a core aspect of my game. I made some elements in C++ which gets an accurate idea of what the player can and cannot see, how long they are seeing it, and what region of the screen it is in. #screenshotsaturday
January 4, 2025 at 7:21 PM
December 20, 2024 at 1:37 AM
@standupmaths.bsky.social Hey Matt, take a look at this lil guy, snapping so politely to all the inverse integer squares.

It was a blast deriving the equation during my own self-study on infinite series and infinite polynomials.

www.geogebra.org/m/vqckpsx6
December 14, 2024 at 2:52 AM
November 23, 2024 at 5:46 AM
Early work on stalking behavior of my creature AI. It tries to get as close as it can behind you and then lets out a little growl. A perception system on the player character drives some logic on the AI, giving it the option to stay just barely in sight of the player to be a bit creepy. #gamedev
November 23, 2024 at 5:13 AM
November 22, 2024 at 10:17 PM