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00:19
Ah, okay!
I find it hard not seeing folks at work.
 
3 hours later…
02:50
good morning
 
5 hours later…
08:09
Took almost 4 hours but finally converted this monster to Unity: shadertoy.com/view/Xst3Dj
shadertoys are deceptively difficult.
 
4 hours later…
12:05
Oooooooh cool! I'm impressed that one manages 60 fps on my phone. I've had mixed success running WebGL on this thing.
nwp
nwp
I only see a gray screen on PC.
But it's at 60 FPS, that's all that matters :D
 
1 hour later…
13:21
I'm surprised it runs on a phone, my girl friend was not able to open it with a samsung galaxy
I had to give it a nudge by changing resolution. (Can't remember if I hit the fullscreen button or turned my phone) Looks like the initial state is an unstable equilibrium, but introducing a local deviation by by changing the size of the buffer knocks it out of that equilibrium and makes it break down in interesting ways.
maybe, the first 10 frames should be a noise texture. After that it uses the output texture recursively and moves the uvs for a fluid effect
very annoying to make in Unity because you need to blit the output to a temporary render texture to avoid ovewriting the input while you use it.
Yeah, I think ShaderToy assumes you'll want to do that with any temporary buffers so it automatically does the blit behind the scenes.
This version initialized correctly for me, rather than starting out pure grey: shadertoy.com/view/ttjXzR
13:38
Cool! Is the frame rate capped? I only get 60 FPS on PC.
Which is fine, but I would have thought my 1080 would have an edge over a phone.
Oh wow. Is the effect of changing from windowed to full screen intentional? Because it's pretty rad. Like a super chaotic game of life glider effect.
I'd imagine so. Probably VSync'd by default?
Like the glider, I'd call that an emergent phenomenon. ;)
My day's dev plans are now in serious jeopardy of me dropping them in favor of spelunking through some CA code.
I believe shader toy uses vsync
what is CA code?
cellular automata
More questions appear.
13:53
Cellular automata is a simulation where you have a lattice of cells (usually in a grid corresponding to pixels, but not always) & each cell gets updated according to a simple rule set.
The most famous is Conway's Game of Life.
sounds like the game of life
ah okay, I understand correctly then.
Yes. Conway's is one of many.
why not just work on a game that uses CA?
You could probably make something like the games from Zaktronics
My current project had a branch that explored using a CA for texture generation, but it ran into enough issues that in the end I went back to my original approach.
I worked on a demo-scene-esque game of life thing back in uni that I always wanted to go back & revisit. I'd need to relearn a bunch of stuff though. It comes from the days of gl_begin gl_end.
I wrote game of life on my C64 in BASIC. was pretty slow
Michael Abrash wrote some amazing stuff about code optimization & the game of life.
He was the guest speaker at a conference I went to once. Really sharp mind. Has some great stories.
I imagine you could do some very interesting RTS or turnbased AI with it.
Seems unlikely
you have very little control over what happens in the future with these systems
The Hashlife algorithm is kind of mindblowing.
they're not terribly useful from a game design perspective for anything other than incidentals
You can check Automata Empire for a game that uses a stripped down automata system. It's very simple so you get something useful from it.
yeah crazy shit
Yeah, I was exploring using cellular automata for a magic system in a game at one point, but had a real challenge making it intuitive enough for the player to be able to use it deliberately, and understand what was happening. The difference of one cell or one simulation step can completely change the outcome.
The chaos that makes the automata so fascinating to watch also makes them seemingly-random and capricious in game mechanical contexts.
I had always thought a museum exhibit game would be a great project. Like how there's gliders, beacons, repeaters, etc; I thought a pokemon - sort of gotta find them all thing would be neat.
I made an installation game with the game of life once - it was my undergraduate thesis project, in using games for math education.
For the end of year showcase, I set up a projector that projected the game onto a plinth where the user could interact with it, and as the patterns grew they'd spill off the plinth onto the floor around it. It was a pretty nifty effect. 😁
14:27
That sounds awesome!
14:39
It was fun to build and fiddle with. Didn't handle large patterns super well (it was made in Flash), but it was enough to entertain the younger visitors. 😊
15:09
Well, I now am officially a Fanatic on SE!
 
1 hour later…
16:39
@OKprogrammer Welcome to the addict club :)
 
2 hours later…
18:34
Anyone here embedded Lua in their c++ software?
No, but I used to sorta program Lua with Roblox. But, I didn’t understand the concept of actually learning how to code very well, so it was pretty bad.
Oh, I'm less worried about the language per se than the integration of the interpreter into the app.
Oh, well I’m afraid I’ve got nothing to say there.
:)
I've been trying to push the "content related" stuff out of the software and into the content files. I feel we're at a point where trivial stuff should be done through the content files rather than through adding more code to the software...
Less code is better code. :)
user92578
18:48
I've fiddled a tad with Lua scripting with C++
Well the code has to go somewhere but I'd rather push some of this in our environment files... That's a giant leap though, as it introduces yet another language.
@Tyyppi_77 Did you use a wrapper for it, or you went wild and used the API directly?
user92578
I looked a bit into using just the C API but it seemed like a pain and a half to manage or even write wrappers for myself, so the little code I have uses "sol"
Yeah, thanks, that's what I'm concluding too. I'll be looking at how it works with the c api, but will end up using Sol if I ever decide to go ahead with it.
Thanks!
user92578
Already like function calling etc becomes such a pain when you have to manage the stack yourself, it definitely did not seem like something I wanted to do
18:53
Yep, I totally get it!
19:47
Hmm, that would probably break my ECS philosophy... hmm

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