//=time() ?>
Fluid Simulation for Video Games by @MiJaGourlay (thank you @Gaxil ) is available on Github. Documents + source code : https://t.co/2HIpy8xdnm
And Map gen using this background map : https://t.co/IEYl1UlCTa #pixel_art #ProceduralArt #indiedev
Today lunch break is generating Zelda maps using WFC. Image source is a level map png image. Output can be 1000s of variation based on tile apparent constraints. If any pixel artist has a map mockup and wants to try the tool, ping me! #pixel_dailies #pixel_art
I've found some time to work on the mesh shattering tool/library. My plan is to use dynamic deformers: time and motion depends on local position to the deformers. Move/rotate/scale the deformer and get new motion.
60ms for a box and 100 impact points. Now the fun part: improve performance! The algorithm was a pain to make work properly but I end up having a clean implementation without magic numbers or special cases!
You can make a star by substracting two rotated signed distance pentagons and a smoothstep. #imogen
Sweet! I'm a web developer now :) So many limitations with WebGL. I can't embed (easily) Python or FFMPEG but it's promising. I just have to fix 143 issues now.
I'm wondering if it's possible to generate such kind of buildings with WFC. More pretty pictures here : https://t.co/kw1Anh5rai