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Ian Badcoe<p><a href="https://peoplemaking.games/tags/Godot" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Godot</span></a> <a href="https://peoplemaking.games/tags/PGC" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>PGC</span></a> <a href="https://peoplemaking.games/tags/Subdivision" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Subdivision</span></a> <a href="https://peoplemaking.games/tags/CatmullClark" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>CatmullClark</span></a> <a href="https://peoplemaking.games/tags/GameDev" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>GameDev</span></a> <a href="https://peoplemaking.games/tags/ProceduralContent" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>ProceduralContent</span></a> <a href="https://peoplemaking.games/tags/CSharp" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>CSharp</span></a> <a href="https://peoplemaking.games/tags/LotsOfScaryLinq" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>LotsOfScaryLinq</span></a></p><p>OK, finally got away from cubes... of course, you can't see exactly what shape this is, because I didn't add any normal calculations yet, but "roughly spherical" broadly sums it up...</p><p>If I get time tomorrow I'll add the normals, and then look into adding the calculation refinement that lets us tag verts/edges as "sharp"... Combos of sharp and smooth edges let us create all sorts of shapes, like if you leave the top and bottom edges sharp, but the side ones smooth you get a roughly cylindrical shape... Or you can do a block with a hole in it if you do the same thing to the edges around a square hole...</p>
Ian Badcoe<p><a href="https://peoplemaking.games/tags/YAFGC" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>YAFGC</span></a> <a href="https://peoplemaking.games/tags/PGC" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>PGC</span></a> <a href="https://peoplemaking.games/tags/ProceedurallyGeneratedContent" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>ProceedurallyGeneratedContent</span></a> <a href="https://peoplemaking.games/tags/Godot" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Godot</span></a> </p><p>Another featureless grey cube, but this one is 2x2x2, and was built from 8 unit-cubes. The redundant internal geometry has been automatically cleaned up...</p><p>Next stop, subdivision...</p>
Ian Badcoe<p><a href="https://peoplemaking.games/tags/GameDev" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>GameDev</span></a> <a href="https://peoplemaking.games/tags/Godot" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Godot</span></a> <a href="https://peoplemaking.games/tags/PGC" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>PGC</span></a> <a href="https://peoplemaking.games/tags/ProceduralContentGeneration" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>ProceduralContentGeneration</span></a> <a href="https://peoplemaking.games/tags/ReallyEarlyDays" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>ReallyEarlyDays</span></a> <a href="https://peoplemaking.games/tags/YesItsACube" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>YesItsACube</span></a></p><p>Don't laugh, but I have spent about a day just getting a cube displayed in Godot...</p><p>...but wait, this is no ordinary cube, it's built from a slightly "smart" data structure that knows all the faces, all the edges, all the verts, and how they are connected together.</p><p>Why? Well the point is:</p><p>i) if I have an algorithm building procedural levels and it is pasting a load (let's for the moment say cubes) together, it is easy to delete the hidden faces where they touch (and merge edges/verts and delete any orphaned ones), and...</p><p>ii) this is the data I need to apply a subdivision surface algorithm, which will enable me to tag verts and edges to be smooth or sharp, giving me (near) spheres, cylinders, cylinders with right-angle bends and so on...</p>
andybrwn<p>PG&amp;E hiking rates for <a href="https://sfba.social/tags/California" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>California</span></a> residents again. Here's how much <a href="https://www.sfchronicle.com/california/article/pge-rate-hike-electricity-gas-19742334.php" rel="nofollow noopener noreferrer" translate="no" target="_blank"><span class="invisible">https://www.</span><span class="ellipsis">sfchronicle.com/california/art</span><span class="invisible">icle/pge-rate-hike-electricity-gas-19742334.php</span></a> <a href="https://sfba.social/tags/PGC" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>PGC</span></a> <a href="https://sfba.social/tags/CAEnergy" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>CAEnergy</span></a> <a href="https://sfba.social/tags/ElectricRates" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>ElectricRates</span></a></p>
Ian Badcoe<p>Getting a little further with generating Voronoi polyhedra in real time for <a href="https://peoplemaking.games/tags/PGC" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>PGC</span></a> <a href="https://peoplemaking.games/tags/Procedural" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Procedural</span></a> <a href="https://peoplemaking.games/tags/ProceduralContent" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>ProceduralContent</span></a> <a href="https://peoplemaking.games/tags/unity3d" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>unity3d</span></a></p>