I wish more people were aware that the game Microbot from 2010 exists.
Shockingly good gameplay, design, balance, aesthetic
youtube.com/watch?v=J9BFpKaC…
If it is hard to understand why a company would decide who it does/does not do business with based on NOT performing 99.9999 percentile sadistic torture role play with their chat bot, that is a 'you' problem.
There's no 'smell,' no 'weird,' no 'odd.'
This is patently normal.
TheRearAdmiral retweeted
Reflexive contempt for a comically low-cost policy that aims to prevent "sustained and needless abusive and cruel behavior" is a bright red flag.
It is kinda soul draining how common the business model is where a company takes something that would already get the job done fully and easily if the customer had it, then wrap the entire thing just so you're paying a middle man for no other reason than ignorance
The is the most fun door tool lol
You just draw a line and let go and it makes a door on every intersection
three.js WebGPU
I'm trying to make a physics driven character controller that reacts to being shot/bumping things that abstracts away actual legs/servos and instead uses 'supported states' that grant the torso similar movements and accelerations that legs 'would' cause while abstracting away legs - but it is still all force driven (just the 'source' of the forces is more magical and not 'real' limb derived)
This has been allowing me so far to have 100s of simultaneous characters that have physics reactive bodies at the same time with <1ms frame time.
Later, I can procedurally make legs do what legs would do, and the synthesis should look pretty OK.
- accelerating makes the torso lower
- accelerating makes the torso lean
- increasing speed makes the torso lean, but not as much as acceleration, so leaning is greatest at low speeds + high acceleration and tapers off when maintaining a speed
- requesting rotations >60 degrees causes the gun to lower
- the arms have some acceleration agency to try to bring the gun to the target earlier than the torso rotates
It is nice to be doing art again
Trying to find the right art style/level of detail for a top-down game. I want them to be readable from far away and still look OK from close up.
New low poly gun models and some of my old drawings
Got the RVO2 + A* + Active Ragdoll Zombie controller and some shooting into the game finally.
Three.js WebGPU
4k @ 240 fps on my 3080 three.js WebGPU
Radiance Cascades run on a 'light field' that doesn't care whether that light came from 10 lights or 10,000






