loren schmidt
@lorenschmidt.bsky.social
i make art, mostly with computers. currently working on an open world RPG with roguelike roots and an experimental bent. cat mom. she / her or they / them.
i found a chair
November 11, 2025 at 6:54 PM
i found a chair
little guys (nongenderspecific)
November 11, 2025 at 6:51 PM
little guys (nongenderspecific)
in this case, it's sort of using it as a dictionary for bookkeeping- because then you can ask if you've found a bin yet or not, and file data with it.
if (results[16] == undefined) {
// add data for 16
}
// outside block, modify that data (eg incrementing cell count)
actual code:
if (results[16] == undefined) {
// add data for 16
}
// outside block, modify that data (eg incrementing cell count)
actual code:
November 11, 2025 at 6:31 PM
in this case, it's sort of using it as a dictionary for bookkeeping- because then you can ask if you've found a bin yet or not, and file data with it.
if (results[16] == undefined) {
// add data for 16
}
// outside block, modify that data (eg incrementing cell count)
actual code:
if (results[16] == undefined) {
// add data for 16
}
// outside block, modify that data (eg incrementing cell count)
actual code:
but one conceivable reason is that you can have really big holes in holey arrays, so showing the missing elements could make the array hard to read? but surely some indicator would be helpful!
for a concrete edge case, my unicode font sprites are a holey array on purpose and they look like this.
for a concrete edge case, my unicode font sprites are a holey array on purpose and they look like this.
November 11, 2025 at 6:03 PM
but one conceivable reason is that you can have really big holes in holey arrays, so showing the missing elements could make the array hard to read? but surely some indicator would be helpful!
for a concrete edge case, my unicode font sprites are a holey array on purpose and they look like this.
for a concrete edge case, my unicode font sprites are a holey array on purpose and they look like this.
now that i'm testing more extensively in firefox, i am finding it does indeed throw an exception (depending on array particulars) sometimes. this is a few good runs, then an exception.
so probably the solution is to remove holes. unsure if there's any interesting browser specific behavior here.
so probably the solution is to remove holes. unsure if there's any interesting browser specific behavior here.
November 11, 2025 at 5:56 PM
now that i'm testing more extensively in firefox, i am finding it does indeed throw an exception (depending on array particulars) sometimes. this is a few good runs, then an exception.
so probably the solution is to remove holes. unsure if there's any interesting browser specific behavior here.
so probably the solution is to remove holes. unsure if there's any interesting browser specific behavior here.
yes, it is a holey array (on purpose), to clarify!
i have been working along these lines too, and i have some new info. (newer than the other reply thread.)
if i make a holey array of numbers, for-of will do an iteration with an undefined in both firefox and chrome. here is the result.
i have been working along these lines too, and i have some new info. (newer than the other reply thread.)
if i make a holey array of numbers, for-of will do an iteration with an undefined in both firefox and chrome. here is the result.
November 11, 2025 at 5:56 PM
yes, it is a holey array (on purpose), to clarify!
i have been working along these lines too, and i have some new info. (newer than the other reply thread.)
if i make a holey array of numbers, for-of will do an iteration with an undefined in both firefox and chrome. here is the result.
i have been working along these lines too, and i have some new info. (newer than the other reply thread.)
if i make a holey array of numbers, for-of will do an iteration with an undefined in both firefox and chrome. here is the result.
so to clarify: it's a holey array, which firefox seems to sometimes handle fine in a for-of loop. the element 10 is missing here.
i currently have a bizarre test case which for-in iterates over an undefined for a holey array of numbers, but not for this holey object array. but browser specific.
i currently have a bizarre test case which for-in iterates over an undefined for a holey array of numbers, but not for this holey object array. but browser specific.
November 11, 2025 at 5:44 PM
so to clarify: it's a holey array, which firefox seems to sometimes handle fine in a for-of loop. the element 10 is missing here.
i currently have a bizarre test case which for-in iterates over an undefined for a holey array of numbers, but not for this holey object array. but browser specific.
i currently have a bizarre test case which for-in iterates over an undefined for a holey array of numbers, but not for this holey object array. but browser specific.
weird js bug. does anyone know how an undefined is creeping into this iteration over an array with no undefined in it? chrome, windows if it's implementation specific.
i have tested a number of times and it seems not to happen in windows firefox.
i have tested a number of times and it seems not to happen in windows firefox.
November 11, 2025 at 4:53 PM
weird js bug. does anyone know how an undefined is creeping into this iteration over an array with no undefined in it? chrome, windows if it's implementation specific.
i have tested a number of times and it seems not to happen in windows firefox.
i have tested a number of times and it seems not to happen in windows firefox.
exploring a generated cave system
November 11, 2025 at 4:32 PM
exploring a generated cave system
how the cave generator i'm working on works!
this uses patches (see rainbows, beginning of each run) with distinct cellular automata assigned to them.
patches which are along edges are given a chance of becoming a wall, which chews up edges and makes it less rectangular.
then it will connect up
this uses patches (see rainbows, beginning of each run) with distinct cellular automata assigned to them.
patches which are along edges are given a chance of becoming a wall, which chews up edges and makes it less rectangular.
then it will connect up
November 11, 2025 at 4:15 PM
how the cave generator i'm working on works!
this uses patches (see rainbows, beginning of each run) with distinct cellular automata assigned to them.
patches which are along edges are given a chance of becoming a wall, which chews up edges and makes it less rectangular.
then it will connect up
this uses patches (see rainbows, beginning of each run) with distinct cellular automata assigned to them.
patches which are along edges are given a chance of becoming a wall, which chews up edges and makes it less rectangular.
then it will connect up
some more work on this cellular cave generator. i've got some tools in place to let me tune how the edges are set up and what the density is like.
November 11, 2025 at 4:07 PM
some more work on this cellular cave generator. i've got some tools in place to let me tune how the edges are set up and what the density is like.
i've been drawn to more complex rule systems when i want to use them live for materials, destructible walls, fire, plant sims, etc..
in this game i'm using a number of lower state CA for the landmasses, and higher state CA to generate the terrain over that.
in this game i'm using a number of lower state CA for the landmasses, and higher state CA to generate the terrain over that.
November 11, 2025 at 3:00 PM
i've been drawn to more complex rule systems when i want to use them live for materials, destructible walls, fire, plant sims, etc..
in this game i'm using a number of lower state CA for the landmasses, and higher state CA to generate the terrain over that.
in this game i'm using a number of lower state CA for the landmasses, and higher state CA to generate the terrain over that.
i have the basic structure built out, and am experimenting with rules, patch and edge shapes, and postfixes. this is promising!
i'm thinking of building in functionality for masonry inclusions, so you can get geometric regions.
i'm thinking of building in functionality for masonry inclusions, so you can get geometric regions.
November 11, 2025 at 6:35 AM
i have the basic structure built out, and am experimenting with rules, patch and edge shapes, and postfixes. this is promising!
i'm thinking of building in functionality for masonry inclusions, so you can get geometric regions.
i'm thinking of building in functionality for masonry inclusions, so you can get geometric regions.
i stopped using it a while back when chrome stopped supporting it- did something change?
November 11, 2025 at 4:03 AM
i stopped using it a while back when chrome stopped supporting it- did something change?
adblock and adblock plus block ads on the adblock plus site, but neither of them blocks anything on the adblock site.
November 11, 2025 at 3:56 AM
adblock and adblock plus block ads on the adblock plus site, but neither of them blocks anything on the adblock site.
this unicode browser is pretty much working now! i think i need to change to a larger integer format so it will correctly display the higher code points (they are in the game and work in-game, but not in this browser).
p.s. wow i really have drawn a lot of unicode characters at this point.
p.s. wow i really have drawn a lot of unicode characters at this point.
November 10, 2025 at 10:10 PM
this unicode browser is pretty much working now! i think i need to change to a larger integer format so it will correctly display the higher code points (they are in the game and work in-game, but not in this browser).
p.s. wow i really have drawn a lot of unicode characters at this point.
p.s. wow i really have drawn a lot of unicode characters at this point.
around other things, i've been making this unicode browser. today i am adding block by block navigation (a little buggy at present, but working)
November 10, 2025 at 9:52 PM
around other things, i've been making this unicode browser. today i am adding block by block navigation (a little buggy at present, but working)
three rule cellular cave generation.
November 10, 2025 at 5:51 PM
three rule cellular cave generation.
working on cave CA
November 10, 2025 at 5:49 PM
working on cave CA
these keycaps are such an improvement (first factory run of KLP lamé).
i did a strange but sensible thing and made a 3 row cradle over the alphas, with F keys (occasional use) flat and set apart above that.
i did a strange but sensible thing and made a 3 row cradle over the alphas, with F keys (occasional use) flat and set apart above that.
November 10, 2025 at 4:12 PM
these keycaps are such an improvement (first factory run of KLP lamé).
i did a strange but sensible thing and made a 3 row cradle over the alphas, with F keys (occasional use) flat and set apart above that.
i did a strange but sensible thing and made a 3 row cradle over the alphas, with F keys (occasional use) flat and set apart above that.
i just started Tower Dungeon. the stonework in this is fascinating. it feels as though the stone built the landscape, the humans and other creatures are a secondary ecology. it has the spirit of Blame!, but the lens here renders it as much more surreal.
November 9, 2025 at 3:11 AM
i just started Tower Dungeon. the stonework in this is fascinating. it feels as though the stone built the landscape, the humans and other creatures are a secondary ecology. it has the spirit of Blame!, but the lens here renders it as much more surreal.
i have been working out some particulars of how limbs and limb musculature could work in [wind speakers]. some of the muscles are either flexors or extensors, depending on which way you are walking.
November 8, 2025 at 5:53 PM
i have been working out some particulars of how limbs and limb musculature could work in [wind speakers]. some of the muscles are either flexors or extensors, depending on which way you are walking.
after a nontrivial amount of various things (metaphorically) lighting on fire, i have fixed my keyboard.
November 7, 2025 at 10:53 PM
after a nontrivial amount of various things (metaphorically) lighting on fire, i have fixed my keyboard.