Linear Space Program
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162 photos
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Побочные эффекты игростроения на хаскеле.

https://icrbow.itch.io/

Чатик: @HaskellGameDev
Дискорд: https://discord.gg/vxpWtBA
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MULTI-TRACK GENERICS!
Marching squares
Dual contouring
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New construction options
Making tools on the go
A-A-A-A-A*
Screenshot from 2023-05-02 00-18-06.png
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🔤*️⃣

(fast enough for a 1M-tile grid of random crap)
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Awww yisss! Everything* I wanted feature-wise from this tileset:
- Map declared in Multicolor SDF (lava is the base layer, everything else is boolean'd together)
- 4-corner Wang tiles extracted from TileSetter project (no, I didn't do those 96 tiles by hand) (package pending)
- Per-tile attributes in the "free" vec4 slot. Here - tile speed (also used for passability).
- A* path-finding with per-tile travel costs (the truck on the screenshot prefers flat terrain as ridges are slow to crawl).

* I have unused alternative biome tiles... to spice up the landscape 😏
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Screenshot_from_2023-05-08_15-04-49.png
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Visibility is surprisingly tricky. Lots of implementation options, semantic options and how to combine those.
Extracted tile "proxy" data from Tilesetter projects. Makes maps a little less bland even in extreme conditions.
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Subtleties of animation…
Had to slice the effect sprite into fg/bg parts and put them on different layers. And synchronize everything manually 😓
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End of part 1
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Been fever-dreamin' some DIY material layering and light sources (before I get to the chapter 7 of the second book).

The amount of noise from emissive materials is.. ugh. Apparently this is why we bother with "light sources" instead of just dropping some light bulbs here and there.
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The next week, starting from AABBs and BVH

162s -> 26s -> 19s
(for a bit more complex scene)

Cubes are harder than they appear!
Found this little gem while testing UV generation code
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