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Tomwol

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A member registered Jan 04, 2023 · View creator page →

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I implemented the tiger, sphone, and duospindle here (specifically at 7:03):

The Duo-spindle was really cool.  I didn't have to round the manifold to get a good result which was surprising, and it had some interesting features.  

It got cut off in the video, but here's the projection function I used for the duospindle in the video:

Proj::proj(vector: vec4) -> vec4 {
    let xy: vec4 = vec4(vector.x, vector.y, 0, 0);
    let xy_len: f32 = length(xy);
    let zw: vec4 = vec4(0, 0, vector.z, vector.w);
    let zw_len: f32 = length(zw);
    let d: f32 = clamp(xy_len - zw_len, -r, r);
    let xy_component: vec4 = select(
        normalize(xy),
        vec4(0, 0, 0, 0),
        xy_len == 0
    ) * (r + d);
    let zw_component: vec4 = select(
        normalize(zw),         
        vec4(0, 0, 0, 0),
        zw_len == 0
    ) * (r - d);
    (xy_component + zw_component) / 2
}

The rest of the basic shape code is at 14:31

I'll try some of the other manifolds soon, the pinched duo-cylinder looks interesting.

It's a side project.  I am hoping to get back to it this holiday season, but that's why it's been on the back burner.  Also, trying to get rotation to work reliably without exploding has been very challenging which has also slowed progress when I've tried to work on it (although I'm slowly getting closer to it working, I think).

Good to hear it works on linux, hopefully the lag will be better once I shift focus towards optimizing everything, but looking at the sky will likely always make the lag a little worse (because all of the marched rays will step forwards the maximum number of times since they don't hit anything).  It definitely can be improved though.

The version uploaded here has the levels hardcoded so it's not an easy fix, but the version I'm working on right now not only has the level files exposed (in the assets folder using RON: https://github.com/ron-rs/ron), but also the geometry descriptions written in a small wgsl-like language I made (https://github.com/TomjWolcott/scaffold_scripting) and some limited scripting written in rhai (https://rhai.rs/).  Here's a small post showing off the various scripting files: https://tomwol.itch.io/arbgeom/devlog/781405/scripting-files-for-arbgeom-august-...

Thank you, it's great to hear that it's working on rtx!!!

I haven't given up, I've just been busy recently which I believe (hopefully) should change soon.  I now have rotational physics seemingly working and I'm trying to get friction working too.  Once I have those I'll upload a video demonstrating them across some cool new geometries I haven't shown off yet   : )

Yay!  Thanks