Linear Space Program
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Побочные эффекты игростроения на хаскеле.

https://icrbow.itch.io/

Чатик: @HaskellGameDev
Дискорд: https://discord.gg/vxpWtBA
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Haskell Performance tip: Instead of calculating trajectory for each frame, just calculate it into infinity and put into store. Then simply consume segments frame by frame ☕️
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Sure, infinite segments may be too much to render. You can, however skip over boring places that are too short to draw. And *then* taking just enough items.
With a few tweaks to path compression numbers it can now draw a few dozens of ships, farther in time and without perceptible degradation.
Linear Space Program
With a few tweaks to path compression numbers it can now draw a few dozens of ships, farther in time and without perceptible degradation.
I wonder how much performance is still left up for grabs with things like repa/accelerate and more diligent coding in general.
Can't optimize without profile.
Won't optimize without benchmarks.
Linear Space Program
Meanwhile... https://discord.gg/fcRdKD
28-29 марта - онлайн геймджем в дискорде

And you're welcome at any time.
New tutorial scene doubles as SpaceX Simulator if you imagine dropping satellites instead of crates.

Load, Lift, Land, Repeat.
Linear Space Program
Engage the tractor beam!
Honestly, I haven't expected making rendezvous with freshly-dropped crate would be so hard. The people who do it in space on real hardware are damn geniuses!

https://en.wikipedia.org/wiki/Space_rendezvous