Connoisseur of natural/military sciences, speculative fiction, and bio/ero/natural horror.
(occasional mature topics)
クリエイターやシステムの事
evebin.com · kirisame.com · dzura.com
I integrated the algorithm from my hex terrain generator and, while not perfect and missing biomes, the output has been reasonably consistent in quality.
#gamedev #procgen
While my knowledge of Unity is still lacking, I have gotten a fair amount of practice with systems architecture and exporting Rust libraries to C#. I also made quite a few improvements to my configuration language.
While my knowledge of Unity is still lacking, I have gotten a fair amount of practice with systems architecture and exporting Rust libraries to C#. I also made quite a few improvements to my configuration language.
#gamedev
#gamedev
#gamedev
#gamedev
Here is my working draft of one such entry (warning: mature topics).
kirisame.com/Natural_Surv...
Thoughts/suggestions are always appreciated.
Here is my working draft of one such entry (warning: mature topics).
kirisame.com/Natural_Surv...
Thoughts/suggestions are always appreciated.
The results are still messy and expensive to compute but should at least be workable.
Also added information displays for paths and pathing weights.
Next I want to compute remote nodes for faction placement.
#gamedev
The results are still messy and expensive to compute but should at least be workable.
Also added information displays for paths and pathing weights.
Next I want to compute remote nodes for faction placement.
#gamedev
Also modified the procedure slightly to improve map consistency.
Now looking into algorithms for terrain analysis and location/path generation.
#gamedev
Also modified the procedure slightly to improve map consistency.
Now looking into algorithms for terrain analysis and location/path generation.
#gamedev
Current iteration uses a hex grid overworld map in which players construct, move, and deploy armies to reinforce and invade territories.
This mode also features a broader selection of pieces..
Current iteration uses a hex grid overworld map in which players construct, move, and deploy armies to reinforce and invade territories.
This mode also features a broader selection of pieces..
Game engines have the backing of experienced engineers, while AI companies generally skirt all liability for their output..
Game engines have the backing of experienced engineers, while AI companies generally skirt all liability for their output..
yagura.app
多分、最近のマンガやアニメの消費量がちょっと過剰になっていますかな、況して…
At least content with how much easier TypeScript+Lit has been to manage, though I have yet to implement any back-end communications.
yagura.app
多分、最近のマンガやアニメの消費量がちょっと過剰になっていますかな、況して…
At least content with how much easier TypeScript+Lit has been to manage, though I have yet to implement any back-end communications.
store.steampowered.com/app/1839430/...
あなたは少女型機械「鎧化兵」となり、超巨大人工建造物「ホド」に挑みます。道中に立ちはだかる困難を乗り越え、世界の謎に迫りましょう。
#ニトロプラス がこだわりを詰め込んだ本作を、ぜひプレイしてください!
公式サイト
www.nitroplus.co.jp/game/Dolls_N...
#NITROPLUS #DollsNest
store.steampowered.com/app/1839430/...
あなたは少女型機械「鎧化兵」となり、超巨大人工建造物「ホド」に挑みます。道中に立ちはだかる困難を乗り越え、世界の謎に迫りましょう。
#ニトロプラス がこだわりを詰め込んだ本作を、ぜひプレイしてください!
公式サイト
www.nitroplus.co.jp/game/Dolls_N...
#NITROPLUS #DollsNest
Was in need of an image format for icons and emoji for the messaging client, so this seems like a reasonable starting point.
Granted, it can only handle simple polygons at the moment.
Was in need of an image format for icons and emoji for the messaging client, so this seems like a reasonable starting point.
Granted, it can only handle simple polygons at the moment.
Not sure how often I will post there, and it will be a while before I have any paid benefits, but it is a start.
www.patreon.com/posts/welcom...
Not sure how often I will post there, and it will be a while before I have any paid benefits, but it is a start.
www.patreon.com/posts/welcom...
I have thus identified physical attachment and control routing as two key elements of the system. Attachment needs to account for a variety of parameters, while routing is more generic.. #gamedev
I have thus identified physical attachment and control routing as two key elements of the system. Attachment needs to account for a variety of parameters, while routing is more generic.. #gamedev
The good news is most of them have only required simple usage restrictions.
I figure it is inconsequential to require encapsulation for schema definition inside a branch condition.
The good news is most of them have only required simple usage restrictions.
I figure it is inconsequential to require encapsulation for schema definition inside a branch condition.
Currently aiming to improve subsystem management over my previous implementations.
Currently aiming to improve subsystem management over my previous implementations.
The configuration automatically reloads on modification, so I only need to push content/configuration changes to update most site content.
The configuration automatically reloads on modification, so I only need to push content/configuration changes to update most site content.
Finally have basic structure and instance construction working, though I still have a lot of edge cases and debugging to deal with.
Should be close to being able to test the library in other applications.
Finally have basic structure and instance construction working, though I still have a lot of edge cases and debugging to deal with.
Should be close to being able to test the library in other applications.
Now just debugging some minor issues in a few Steam games and seeing if I can get GF1/Exilium to run on Fedora.
Otherwise liking the workflow improvements, even if some things can be a little unstable.
Now just debugging some minor issues in a few Steam games and seeing if I can get GF1/Exilium to run on Fedora.
Otherwise liking the workflow improvements, even if some things can be a little unstable.
Made a simple 8-button controller (no axes yet), though I am a little disappointed with the lack of generic HID support in games.
Made a simple 8-button controller (no axes yet), though I am a little disappointed with the lack of generic HID support in games.
One- and two-move puzzles are not bad (making them nontrivial is harder), but I have managed a couple four-move puzzles.
#gamedev
One- and two-move puzzles are not bad (making them nontrivial is harder), but I have managed a couple four-move puzzles.
#gamedev
Writing a state machine for tokenization is simple enough, and the basic grammars are not too bad, though I have yet to implement any kind of complex expression.
Writing a state machine for tokenization is simple enough, and the basic grammars are not too bad, though I have yet to implement any kind of complex expression.
Design has a lot of flaws (not my area of expertise), but the direction suits my preferences for a 'sidearm'.
Goal was somewhere between the MP7 and Flux Raider, with a 'less obtrusive stock'.
Design has a lot of flaws (not my area of expertise), but the direction suits my preferences for a 'sidearm'.
Goal was somewhere between the MP7 and Flux Raider, with a 'less obtrusive stock'.