modern dingus

@tijit.bsky.social

normal game development https://tijit.itch.io/ https://tijital-games.com/

todays prototype: "hash collision" sections of the map remember the first time objects are on them in a certain configuration. if u occupy those cells again it loads that state, regardless of whether they are the same objects or not

todays prototype: "hash collision" sections of the map remember the first time objects are on them in a certain configuration. if u occupy those cells again it loads that state, regardless of whether they are the same objects or not

Realized I never shared this short crummy little breakdown I made back in 2023, showcasing the datamoshing workflow with the DXR raytracing setup I was working on at the time. "Everything is rendered in realtime in #unity3d using custom post processing shaders & a custom DXR (raytrace) setup."

including links to desmos graphs u can wiggle the points around on. it works entirely on the premise that u can get whether a point is left or right of a line by checking whether (ax*by-bx*ay) is positive or negative, using straight lines from (0,0)

Bild

today im working out the minimal implementation for a CoordinateSystem class to do arbitrary line of sight for standard roguelike tiles, hex grids, and then hoping it will work for less intuitive geometry like in hyperrogue

big gamejams are so funny because sometimes you'll see something made in 4 days that is indistinguishable from someone's 6 year prison opus