#Rosy

1 messages · Page 17 of 1

cloud rivet
#

I've been using xbox controllers since forever, the last non-xbox controller I had was the ps2 controller

#

in 2003

#

my console ownership history is sega game gear -> virtual boy (lol) -> play station -> play station 2 -> xbox 360 at which point I had became a dad and mostly stopped playing games

#

oh I had a gba for bit and a nintendo 3ds but I never used them much

#

the nintendo 3ds was horrible

tight torrent
#

tbf its a pretty good controller

#

and its the xbox series one, not the xbox one one

tight torrent
cloud rivet
#

it hurt mey eyes, physically froge_sad

tight torrent
#

I've owned mine for 14 years

tight torrent
cloud rivet
#

the virtual boy also hurt my eyes but I loved it

solid grove
#

i didn't have handhelds growing up so I don't have the nostalgia for them. I played a real DS and 3DS recently and it was not a good experience

tight torrent
#

other than that, fucking phenomenal console

cloud rivet
#

it was my not playing game phase and every game I played made me want to turn it off because of eye pain

#

so I never tried it as just a 2D game thing

tight torrent
#

when i was younger it was great, i had much smaller hands

#

there were many a mario kart grand prix played on this 3ds

#

but now i cant play it without the extra circle pad

cloud rivet
#

oh I had a sony psp or whatever too I forgot

solid grove
#

IME the screen is also low res and kinda crappy, the speakers are super crappy, and it's uncomfortable to hold

cloud rivet
#

I never played that much either

tight torrent
cloud rivet
#

I kept wanting to play games but just spent all that time being a dad, which, I think was better time spent

solid grove
#

play games with ur kid and get both at once

cloud rivet
#

yeah she was too small then, we played games together when she got older, we played PC games though

#

she mostly played with her friends though which is good

#

we played overwatch mostly

broken fog
#

dualsense

#

the ps5 controller

broken fog
#

but it's a pretty great handheld with an absolutely fantastic library

#

screens are low res and crappy but meh who cares

#

someone shared this thing in offtopic a while back tho and it looks neat https://www.ayntec.com/products/ayn-thor

AYN

AYN Thor: Exclusively 6'' OLED Dual Screen Gaming HandheldQualcomm Snapdragon CPU | Customized Full HD 6" AMOLED Touch Screen | 3.92" AMOLED Touch Display (Bottom Screen) | Android 13 | 6000mAh Battery | Hall Sticks |  Lite=SD865 8+128GBBase=8Gen2 8+128GBPro= 8Gen2 12+256GBMax=8Gen2 16+1TB Notice: There are no games pr

astral hinge
#

I played call of duty on my DS frogs

#

even played multiplayer on it

cloud rivet
#

the DS came out after the 3DS?

astral hinge
#

no

cloud rivet
#

they took the 3D out?

#

oh

#

ok

broken fog
#

which was after the 3ds, and took out the 3d

#

essentially a "budget" 3ds

tight torrent
tight torrent
broken fog
cloud rivet
#

3ds kinda killed me being a fan of nintendo too lol, I'm sorry. I tried to like it, but it was not great for me

broken fog
solid grove
#

nowadays i can only play games on a big screen. steam deck isn't for me either

tight torrent
cloud rivet
solid grove
#

considering that I do not own a steam deck, no KEKW

cloud rivet
#

I think you can get a free one

solid grove
#

my engine also completely breaks proton so uh nervous

cloud rivet
#

oh

solid grove
#

something I'm doing causes it to draw confetti for a bit then crash

#

but native linux builds work fine

tight torrent
#

💀

cloud rivet
#

I'm just making my game for me, so it's fine if it just runs on my pc

broken fog
solid grove
#

well when I had access to a steam deck, steam just refused to run the process. but I've tested native linux builds on other linux systems and they worked

broken fog
#

idk don't have a deck either

#

i have the opposite problem with it though, too big

tight torrent
#

i have a deck, its very nice

#

i still game a lot not at my house, by nature of being a college student

#

so deck + switch + laptop does whatever i need it to

pseudo dock
# solid grove i didn't have handhelds growing up so I don't have the nostalgia for them. I pla...

The thing that set the DS apart for me were not the traditional games (so, like, the Mario 64 port for the DS wasn't very fun for me to play), but rather all of the unique games for it. I think the Phoenix Wright and Professor Layton games are probably the most famous, but there were a lot of really interesting games like that that were different from what was being released on standard consoles.

cloud rivet
#

hadn't heard of those

pseudo dock
#

Maybe you'd recognize a Phoenix Wright meme and just don't recognize the name

cloud rivet
#

oh yes, I recognize the meme

tight torrent
#

theres alot of really unique games for the ds and 3ds as well, like the zelda ds games (phantom hourglass, spirit tracks) have very unique control schemes iirc

tight torrent
#

THE ALL TIME PEAK OF PHOENIX WRIGHT ACE ATTORNEY TRILLOGY ON STEAM IS 4,000 PLAYERS

#

(wait no it has like a million sales shit)

pseudo dock
#

So there's an interesting example of the magic of the DS that I don't quite understand myself: I love love love the first three games (I like all of them, but the first three especially) and bought them on Steam, but I've never played the Steam versions. Something about the form factor of the DS and the kinds of games made me play it a lot, but I never really think about playing it on my computer (or even my Steam Deck).

tight torrent
#

thats completely fair, i dont think i could play kingdom hearts dream drop or mon hun 3 or 4 on emulator

#

ive also played alot of pokemon on it lol

#

experiencing all the gen 7 cutscenes without skipping them with emulator hacks is a special kind of hell that can only be experienced on console :)

#

anyways, im gonna go play the new pokemon game that released like

#

20 mins ago

solid grove
#

and in another 20 mins it'll render its first frame!

cloud rivet
#

:O

#

I have never played a pokemon game

tight torrent
#

i uhhh

#

have played probably too many

tight torrent
#

performance wise

cloud rivet
#

ok I got my orientation code merged, now I want to get just like one physics thing in,

#

linear dynamics ya this looks good

solid grove
#

some of my friends made an f-zero type game in uni and from what I remember they raycasted "down" to the track to get the closest triangle of the collision mesh and then used its normal vector as the current gravity vector

cloud rivet
#

oh interesting

#

I actually don't know how I want all that to work

#

I think maybe I just go with normal gravity and just when you go really fast around a turn you can stick to the wall a bit but if you slow down you fall I'm not sure, I don't really know, whatever will turn out to be fun I guess

#

I just have to get something to move at all right now

cloud rivet
#

amazing

#

it's pretty late, I don't know if I'll get anything in today, but the moment I have movement I basically have gameplay

solid grove
#

walking simulator devs be like

cloud rivet
#

Pastoral is an addendum to "Fleurie," which I just released. It's the essence of Fleurie, but without the activity of the piano. I also subtracted the majority of high frequencies, which pulled me in. Pastoral put me to sleep as I finished it on a flight...I hope it does the same for you. It reminds me of what I was trying to do in "Debris" and ...

▶ Play video
cloud rivet
cloud rivet
#

I haven't gotten around to updating the TLAS yet

#

I'm going to work on that tomorrow

#

but the shadow gets left behind 😅

solid grove
#

pro tip: don’t try to use an empty BLAS in your TLAS, it will crash the GPU. took me forever to determine this

cloud rivet
#

oh good to know

#

after I fix the shadow/tlas issue I'll work on the physics more

#

I need to support rotational dynamics and add friction and force

#

and then I will make the track an actual thing, right now it just is hard coded in the mesh shader but I will need to have the spline define the track in the application so I can use it as a ground and not just hard code the xz plane as the ground

#

then the vehicle can fall off the track

#

then I need to add the third person camera view for the vehicle

#

and then it's just working on the track generation and vehicle behavior

#

I'll just hard code track tangents and points, I don't want to spend any time on an editor for the first couple of tracks unless I think that will save me time, or maybe I can use an external tool to create splines and record the points and tangents

#

that would be amazing

solid grove
#

I make my track collision meshes by hand in blender

#

the scenery is just for display

cloud rivet
#

I was thinking of just using spline math, but I could just make the tracks in Maya

#

or Houdini

#

I think Houdini would be better

#

that'll be fun

#

and then I export as obj

#

yeah the scenery will just be for display also, the scenery will be RT pipeline

#

it'll be completely static

#

anything that moves will be graphics pipeline and RT shadows, I might create optimized shadow meshes

#

I don't know how I'll do IBL or GI

#

I'm not worry about any of that yet

#

I'll need occlusion information from the scenery though

#

I think I can generate it

cloud rivet
#

going to be using this to control the vehicle

#

:D

hushed creek
#

Nice

#

On PC I'm still using my trusty logitech f310

#

It's like the one they used on the titan submersible but wired because I'm not crazy

#

Actually I saw the f310 in a lot of random places in some video they were controlling some rover with it at nasa or sth

#

It's cause it's a cheap controller that is wired and also good enough

solid grove
#

I hav the Xbox One version of that controller

hushed creek
#

Hmm

pseudo dock
# hushed creek Well what might this be if not a gameplay idea

Oh hey, a chance to plug a possibly-not-well-known game that I liked despite its flaws that involves interesting gameplay with shadows:
https://en.wikipedia.org/wiki/Lost_in_Shadow

Lost in Shadow, known as A Shadow's Tale in Australia and Europe and as Kage no Tō (影の塔; lit. "Tower of Shadows") in Japan, is a puzzle-platform video game developed and published by Hudson Soft for the Wii. It was released in Japan in July 2010, in Australia and Europe in October 2010, and in North America in January 2011. It was also re...

hushed creek
#

I was unaware of it, nice

cloud rivet
#

I'm going to find an anti grav racing game on steam and see how the controls are handled

#

there's gotta be a billion of these

#

there's not a lot honestly

#

a lot of traditional racing games or mario kart clones

#

I'm going to try the hover one

cloud rivet
#

That's like, an unfinished game with broken controls and 2 maps lol

pseudo dock
#

So you'd recommend it, then?

cloud rivet
#

not for $10 lol

#

no not really

#

no updates in forever

#

just looks like a hobby project

#

sonic racing has a demo I will try that

#

the game costs $70

#

so

#

not sure I will buy that one

pseudo dock
#

Did you learn anything? Maybe at least anything not to do?🫠

cloud rivet
#

it's not really want I want to make

#

it's too much like a car racing game

#

I think the trailer for it is pretty cool

pseudo dock
#

I don't know what qualifies as an anti grav racing game, but AniCator made a racing game for a game jam that you could check out for free 🙂 #1126099727621046332 message

cloud rivet
#

yeah I played it

#

idk I'm just making a small game for me to work on my engine and learn things

broken fog
#

maybe lean on the complete lack of friction with the ground

#

and make the whole thing about controlling inertia

#

hover drifting froge_love

cloud rivet
#

as someone not good at these games or any video games I'm just doing this for me and whatever works and is fun for me to do

broken fog
#

yea, that's fair

#

just suggesting if you don't want it to feel too much like a car game you can do a lot worse than leaning on the unique physics of it

cloud rivet
#

yes that makes sense

cloud rivet
#

I'm going to fix shadows today, then add the third party camera, and then I'll start working on an actual track so I can fall off of it if I \go over the edge

#

I'm not going to build anything in an app, because I just want to use a mesh shader for it and have it be defined by points and tangents

cloud rivet
#

all due respect to john khronos, but the RT API is very gross

#

I think I won't have to touch it again until I add skinned meshes though

#

that's definitely an API you want to wrap with helper functions while wearing a hazmat suit and full PPE

#

still better than using a CSM though

solid grove
#

why is the corner of the shadow beveled?

cloud rivet
#

the light direction

cloud rivet
#

I switched from Windows Treminal to WezTerm it's pretty cool, I couldn't take it anymore how Windows Terminal doesn't open any new tab from the previous directory

#

nvim looks so much better in Wezterm, and it's configurable with Lua too

#

and I installed it on my work mac too

cloud rivet
#

putting Claude to work finding me example games, because I failed in my own search

hushed creek
#

the "thought process" part sounds so robotic XD

cloud rivet
#

I won't actually read the 10 page report it generated, I just give that back to the AI to break into a list

#

it took like 10 minutes and search 400 websites

#

I love this feature

#

can I paste markdown in DIscord

#

Aero GPX

97% Positive | $19.99
The closest spiritual successor to F-Zero with instant-response controls and speeds reaching 1,500+ km/h.

BallisticNG

95% Positive | $14.99
The ultimate WipEout tribute with 50+ tracks and 200+ community creations via Steam Workshop.

ArcRacer

100% Positive | $8.00
A budget-friendly pixel-art racer that runs on integrated graphics with tight F-Zero-style gameplay.

Redout: Enhanced Edition

85% Positive | $19.99
The fastest racing game ever made with pure physics-based racing and no combat.

Redout 2

81% Positive | $29.99
Even faster and more challenging than the original with speeds reaching 2,000 km/h.

GRIP: Combat Racing

87% Positive | $29.99
Race on walls, ceilings, and any surface at 767mph with heavy weapons and VR support.

Radial-G: Racing Revolved

77% Positive | $14.99
Authentic 360-degree tubular track racing built from the ground up for VR.

Pacer

72% Positive | $39.99
A competent WipEout homage from ex-WipEout 3 developers with pre-race weapon loadouts.

Antigraviator

64% Positive | $19.99
Trap-based combat racing with no speed limits but limited content.

Gravity Chase

Mixed Reviews | $14.99
4-player local split-screen tubular racing similar to Killer Loop's design.

#

oh yeah that works

#

these are great

#

lol gravity chase links to a cake shop simulator

#

ok redout and GRIP seem to be only real games, the rest are small projects with very few players

#

I'm going to try those three games

#

redout, redout 2 and GRIP: combat racing

#

these are exactly the kind of game I want to make

cloud rivet
#

wow Redout is amazing

cloud rivet
#

I got a lot of work to do lol

#

I need to keep playing these games to get better at the controls

tight torrent
#

They were both free on epic a little while ago

cloud rivet
#

redout 2 is also great, really amazing looking maps, but seems more difficult to play

#

going to try the last one, GRIP and then I'm going to do some work

tight torrent
#

I didnt play 2 a whole lot, didnt play either a whole lot tbh

cloud rivet
#

yeah these don't seem like popular games

#

the indie games all seem DOA ghost towns with no traction

tight torrent
#

It kinda felt like a spiritual successor to fzero to me

cloud rivet
#

yeah

#

redout 2 kind of stuttered for me, I may have to close other apps or change settings or something

tight torrent
cloud rivet
#

both redout games are beautiful

#

I am just making this for me and to learn so I don't care, I like it

tight torrent
#

I have more fun when im playing racing games with friends or whatnot, and usually Noone wants to hear "hey wanna play a niche indie game"

cloud rivet
#

man GRIP is also really cool, it has weapons and the gravity mechanic is a little bit different

#

Redout 2 difficulty is probably too high for me right now, I love the maps. I think I will stick with the original redout to learn the controls

#

ok time to work

#

will add the third person camera

#

I'm glad I found these 3 games

#

it feels like a good demo game to try to make, the goal is to just follow a track, no complex game mechanics. the game challenge is in the physics and controls, which will be a real challenge to do well, but just like a basic game though this isn't overly ambitions. I can start with a small track and just get that working with basic graphics

cloud rivet
#

now I also have something to do when I need a break from programming that isn't trolling this server

#

it's nice you can just play a timed race for a few minutes, it's not like a multi hour investment

broken fog
#

those look really fun tbh

cloud rivet
#

yes I think so

#

also just so pretty

#

I think maybe it's easier to make these types of games look nice since the world is on rails

#

you can bake a lot, and you can do a lot of expensive things because the player 's movement is restricted. Perhaps. I am not sure

#

in redout 2 you can kind of fly around though

cloud rivet
#

good enough for now

#

time to work on the road/track

cloud rivet
#

TIL about __builtin_nondeterministic_value

#

for if you want a valid float of some type determined at compile type, though you won't have any idea what it will be

#

also I learned about

#pragma clang loop vectorize(enable)
#pragma clang loop interleave(enable)
cloud rivet
#

I'm going to work on controller support next

#

and then I'll work on physics some more

cloud rivet
#

nice

#

I switched to pure time

#

I still don't get under 50 though

#

I'm not good at video games

#

so wasn't like trying to compete lol

tight torrent
#

Im a somewhat competitive person and I kinda wanted to play redout lol

cloud rivet
cloud rivet
tight torrent
cloud rivet
#

wow nice!

tight torrent
#

Im lead dev on this, one of my friends is the project manager and he handles the itch and steam page (when we get one)

cloud rivet
#

that looks great

tight torrent
#

Thanks

#

It's a FPS metroidvania with like 3-5 hours of content planned

cloud rivet
#

feels half life inspired

tight torrent
cloud rivet
#

this is your job?

tight torrent
#

Alot of the lore behind the game is more resident evil inspired, one of the original pitches for the game was 'what if you played as the virus that infects zombies' instead of trying to eliminate it

tight torrent
#

Doing this on my free time

cloud rivet
#

the extra redout maps you have to pay for are really nice if you like the game

#

it's like $10 for all of them or there about

#

I really like all the maps

#

hrm all that I have left to do to get a full game loop is just physics work and track work, although I'm going to add debug lines so I can see the orientation of the vehicle and the turn orientation, since that has its own orientation. I just need a bunch of debug lines. I'm going to try and just do that with my software rasterizer

#

I'm going to get turning and banking working and then I'll work on gravity & rotational dynamics. Once that works I'll make the track a loop and have a track goal where I can record lap time. Once I have that I have a game loop. Then I'll work on making the track more interesting.

#

once I start on graphics, I'm going to see how far I can go on the graphics without textures just using shaders and per vertex data for colors and metallic roughness

#

I'd have to add libraries to get textures, but I think maybe I can make a nice looking game without textures

#

I'll use window's font system for game UI

pseudo dock
#

Seems like you're making nice fast progress!

cloud rivet
#

thanks! trying to keep up the pace

#

it's fun

#

my job hasn't taken up my entire day the last week, so I have had time work on this

pseudo dock
#

Oh, nice that you can get more time in on your own project

cloud rivet
tight torrent
cloud rivet
#

I'm an old man, I can't win

#

my favorite map is the moon map, because it has really fun jumps, but all the maps are just fantastic

#

once I can complete all the jumps every lap I can probably get that time way down

tight torrent
tight torrent
cloud rivet
#

nice!

#

this game is so much fun I can't believe I never heard of it before

tight torrent
#

this u lol

cloud rivet
#

yes

cloud rivet
#

it was an arcade game in a bar my dad dragged me to when I was like 6

pseudo dock
tight torrent
#

This is the Atari one

#

Damn

#

Looks like shit

#

But thats the 2600 for ya

pseudo dock
#

I looked it up and I definitely haven't played the Atari 2600 version (the one you show there). I might have played the Atari 5200 version, but it didn't look completely familiar to me either, so maybe my memory is wrong and I just played the Apple ][.

tight torrent
#

I remember seeing a apple ][e at an estate sale near me for 100 usd a few years ago

#

Other than that, im waaaaayyyy past the time that those things were relevant

pseudo dock
tight torrent
#

No clue if they'd work

#

But if I had an apple ][

#

Might give em a shot

wraith urchin
cloud rivet
#

It’s not in the game

#

I was just listening to it

#

My game doesn’t have audio

#

If I made a real game I would pay someone for real music

cloud rivet
#

You know redout has a soundtrack they sell on steam

#

I should listen to that instead

#

I really like the music in the game

cloud rivet
cloud rivet
#

got a bunch of stuff to do today

#

I don't know if I will make much progress

#

I have steering and bank controls input, now I just need to make it work with the vehicle

#

it's just a bunch of physics work to do now

tight torrent
#

i think youve got me beat on alaska speedway, cant crack 45

cloud rivet
#

How do you like the moon map?

#

It’s so much fun

tight torrent
#

i still technically dont own the dlc, but the content is in the game still so you can spoof the calls to epic or steam to return that the dlc can be played lol

cloud rivet
#

lol

pseudo dock
tight torrent
cloud rivet
#

ok I think I got a good idea of semi-implicit euler, getting total forces and torque and getting orientation, like high level understanding, the book I am using for physics (https://www.essentialmath.com/book.htm) has a bunch of demo code I forked, and I'm going base my physics off it

#

it's great, book and code all in one, gamemath.com also has physics, Eric Lengyel hasn't published his physics book yet, but his C4 engine has physics which I licensed

#

I briefly skimmed physics in a weekend and it's not really what I want to do

#

this going to be some super basic stuff I'll have to iterate on, it's not a real world simulation, it's gonna be rough and I'll work on making it better over time

pseudo dock
#

You probably know of these, but since you're listing sources and it seems like you have been looking...

I have the first edition of this: https://www.amazon.com/Game-Physics-Engine-Development-Commercial-Grade/dp/0123819768/
I'm not a physics programmer, but it seems ok 🤷 . It's old enough now that it might very well be outdated but the author takes a very practical approach based on his actual development experience which I like.

For collision detection I have this:
https://www.amazon.com/Real-Time-Collision-Detection-Interactive-Technology/dp/1558607323
I hadn't anticipated it when I bought it all those years ago but I have ended up referencing this book many times for graphics and just efficient programming for real-time in general. Even though it's old (and apparently never got a second edition?) it has ended up being one of my favorite books from back when I bought a bunch as a student.

(I also have that the first edition of that essential math book and have found it to be a pretty good reference. Do you have a newer version? I wonder if I should buy an updated copy one of these days.)

cloud rivet
#

I rolled my own physics in my blockens voxel game, I just did a bunch of ray casting and had nothing resembling real physics, but it worked

#

for walking around and falling and not running into things

#

I think with this antigrav thing I think I can get away with something less than realistic too

#

I think I will eventually get more into it depending on how long I end up living lol

#

going to add these books to my read list thanks again

pseudo dock
#

For my block game I've been working on I decided to do all the physics because I thought it would be interesting to actually implement rather than just reading about it and the game seemed simple enough with axis-aligned boxes with no rotation and a sphere and that I could actually do it. (If I were doing a real game I would probably just use Jolt, but I thought I should at least get some experience actually doing it myself.)

What I learned:

  • Getting all the corner cases to work right because of numerical imprecision is hard. I "knew" this before trying because I had heard it, and I totally believed it, but actually experiencing it was pretty interesting. I think there is still a case where my code can get stuck in an infinite loop but I don't know how to reproduce it in order to try and diagnose the problem and fix it hehe.
  • Dealing with acceleration is much harder than I would have guessed. If it's just velocity and position things aren't so bad, but dealing with acceleration with discrete timesteps has been a much bigger challenge than I would have anticipated.

I'm excited to see what you come up with! It seems like your game has more complex physics than my simple one which would intimidate me but you seem to be making pretty quick progress.

cloud rivet
#

Maybe tests might help with those edge cases?

#

Your game is very cool

pseudo dock
astral hinge
#

code that transforms your code into corporate code

cloud rivet
#

I think I will use hot reloaded lua files to design my tracks

#

and avoid any kind of editor UI

#

code will be my UI

#

that means I'll have to add my first dependency, Lua

#

and I'll just edit it in neovim, and upon saving the file it just reloads in my running game

#

neovim support for lua is super good

#

I am hoping I could maybe use some other app to design the tracks and get the curves from

broken fog
#

you can just import bezier curves from svg

#

that would be 2d only, though

cloud rivet
#

yeah that wouldn't work for me

tight torrent
#

plus then if you wanted to model an enviornment or something the track is right there in blender, which might make it easier to model around

cloud rivet
#

yeah I was thinking of using Maya or Houdini, but feels like a lot

cloud rivet
#

these controls need a lot of work, but I have something to start with. I converted all my orientations to quaternions also. I will work on gravity and torque next

#

actually I'll work on making the track a loop first

cloud rivet
#

I have learned it's important to show a little bit of the turning the vehicle is doing in 3rd person too, being stuck right behind the vehicle in the exact same orientation is nauseating a tiny bit and looks strange

astral hinge
#

nice, is that collision I see?

#

or are you just stopping the car when its altitude is below a value

cloud rivet
#

no I don't have any collisions yet

#

the vehicle stops when it is not hovering

#

I wish I was smarter

#

I think I lose brain cells at work

cloud rivet
#

I have to work all weekend, so going to lose some more brain cells instead of making progress

cloud rivet
#

I got a lot done, maybe I have some time tomorrow

cloud rivet
#

reading the redout and redout2 reviews from really skilled and knowledgable players is really meaningful way to learn what they like about the games and what mechanics are important

#

redout2 performs very badly for me, it stutters quite a bit even though I have more than the recommended specs. given the glowing reviews I wonder what's wrong

#

I have every other user application shut off and even on medium settings there's some stuttering

#

I think redout looks better visually than redout2

#

even just the cinematics stutter

#

it's so weird

#

I don't have any problem like this with other games

gaunt drum
cloud rivet
#

had to work all of today too

broken fog
#

why do you have to work on weekends agonyfrog

#

hope you're getting paid for that overtime, at least

solid grove
#

the joys of being salaried agonyfrog

cloud rivet
#

no I don't get overtime

#

nobody asked me to work weekend

#

I just had to

#

It was important work

wraith urchin
#

important for who?

cloud rivet
#

For the company, for the customers who put their trust in us, for my team, for the week ahead,

hushed creek
#

that's such a bjorn thing to say, love it

astral hinge
#

for my 401k

broken fog
cloud rivet
#

Yes

#

I was the second employee hired at the company fwiw. I started a month after the company was incorporated. I care a bit more because of that I guess

#

I am happy to get back to my game today

#

Was hoping to have made a lot of progress on the track physics

astral hinge
#

is the founder the first or zeroth person hired?

cloud rivet
#

well if we count founders I'm 4th

#

I think I accepted my offer before the other employee though, my start date is just after them :P

#

pls help

broken fog
#

if it's self inflicted all i can say is remember to take time for yourself as well and don't be exploited, take care my frog forgelove

cloud rivet
#

well I'm not happy about it

#

I wish I had more help

wraith urchin
#

Do you have equity in the company?

cloud rivet
#

yes

hushed creek
#

Thats good at least

#

Good reason to work harder assuming you can cash in at some point

bronze socket
#

what do you guys do?

cloud rivet
#

access requests and access reviews and access automation

bronze socket
#

ah, it looks like the vast majority of what you have open is frontend stuff

#

I don't even know what a connector is

cloud rivet
#

no

#

there's only one frontend role in that list

#

a connector is an integration where you pull data out of a service like aws

#

and then we bring that data into our platform

#

most of these positions are Go backend fullstack positions

bronze socket
#

so it's like an ETL?

cloud rivet
#

I don't know what an ETL is

#

oh sort of yes

#

only single source

cloud rivet
#

we raised $80m for our series B

#

Hopefully I can get help now

#

Anyway, I actually managed to get a couple of fixes into my game today

#

I didn’t know about ‘saturate’ in HLSL

#

That’s neat

#

clamps to 0 to 1

#

Available in slang too

slim oak
#

yeah, it's nicer than having to type clamp(x, 0, 1);

cloud rivet
#

I should make progress on the track but the way the camera follows the vehicle bugs me

#

I just hard set it to follow directly behind the vehicle with the same orientation and it is so weird

#

What I am going to instead is have the camera follow the path of the vehicle instead

#

Like it’s the vehicle a few moments behind

#

I think maybe I can just get away with a sequence of lerps but maybe I need to track the the vehicle path, which could be reusable for replays too

solid grove
#

my camera lerps to the player position and the root object lerps to copy the rotation of the kart

cloud rivet
#

nice, that's what I was think I would try

#

what is the root object?

#

I just have a camera

#

it has a position and orientation

solid grove
#

my camera is a 3-object transform hierarchy. the root object, the boom, and the camera. The root object controls the position and rotation, the boom specifies the offset from the root, and the camera object allows for some additional tilt and offsets

bronze socket
#

what made you pick that solution

#

that sounds like a slightly more complex way of specifying the camera as offset by a translation and some euler angles from its mounting point

solid grove
#

because it doesn’t require any thought and it’s easy to add animations to

#

eg the camera changes what it does during the blowing up animation

#

if i wanted to add all the things I need to do with the manual offset solution id end up making a form of transform hierarchy anyway

cloud rivet
#

nice

solid grove
#

i used a very similar setup for animating cameras in the offline animation world

cloud rivet
#

I have seen your YT videos, very cool

solid grove
#

lol those are so old 😆

cloud rivet
#

not at my age they aren't

cloud rivet
#

I like it, I kind of want it to have a greater minimum distance from the viewer, I'll work that out later. I really want to work on the track now

#

I need to slerp the orientation change

#

that's better, but something is still shaky, I am really going to work on track physics next and worry about it later

cloud rivet
#

been hard to make any progress on anything this week. but I hope to this evening get back to normal

#

this is an ad that our customer, Ramp, paid for to thank us?

cloud rivet
#

no

#

we have some people who work in NYC and they took these photos

tight torrent
#

ah

cloud rivet
#

and shared with everyone on our company slack

#

the first is NASDAQ tower, and the second is on the NYSE stock exchange, I don't know where the billboard is that Ramp paid, I think NYC Time Square

#

it's been a crazy week

#

oh it says right in the picture where it is

cloud rivet
#

yes

tight torrent
cloud rivet
#

we raised our series B

#

we convinced a bunch of well capitalized VCs to put their hopes and dreams in us

#

and got enough cash to go big

tight torrent
#

very cool

cloud rivet
#

yeah, hopefullly we dont screw it up

tight torrent
#

but i imagine it means everyones very busy lol

cloud rivet
#

unbelievably busy

#

I have worked for two weeks straight at this point, into the late evenings

tight torrent
#

yikes

bronze socket
cloud rivet
#

lol

#

I'm good at english

#

nearlly as good at it as I am at spreading vulkan sync misinfo

cloud rivet
#

first attempt at trying to use Houdini to make some points for a 3D curve

#

a tiny bit more interesting track

#

and then I'll use python in Houdini to generate a C file with the points

#

and eventually I'll hopefully get better with Houdini to make the tracks more interesting

#

pretty much exactly what I wanted, a way to visualize the curves

solid grove
#

first indie dev I've seen use houdini

#

do you have a vfx background?

cloud rivet
#

no :/

solid grove
#

what was the reason for choosing houdini?

cloud rivet
#

I watched a talk from the Ascent devs and they said they used houdini

#

and I saw it had an indie license

#

I can export my points via a python sop node

#

so I think I can write a file with python directly to my project

solid grove
#

i do that but with blender

#

I have a bpy script that outputs a binary files as a build artifact for the game that contains track data

cloud rivet
#

nice

#

I have a full flipped normals houdini course I haven't gone through yet, I was planning on doing

#

I took multiple courses for Maya and Marmoset and it was really great

#

so I think I can end up with some nice tracks, and then probably reuse the curves to actually generate geometry for the scenery around the track

#

the stuff you can generate with houdini is pretty remarkable

solid grove
#

I don't use curves to make the track collision mesh, i model that by hand and export a gltf for it. but I do use curves to place the track checkpoint marker planes

cloud rivet
#

your track is great

#

as are your animations

#

I don't know what I'll end up with

#

I'm kind of just exploring the tool

#

maybe it will be garbage

cloud rivet
#

oh interesting

#

ok so Maya has a similar curves tool as that

#

I have used it to do animations

#

and ropes

solid grove
#

this is a blender modifier that copies a quad mesh over the curve in fixed increments. then I have a bpy script that iterates all of the faces of this new mesh and writes out their center and normal so that the game can load them in as trigger colliders

cloud rivet
#

what are trigger colliders?

solid grove
#

colliders that don't block objects that touch them

#

but still register collision events

cloud rivet
#

what do you do with those events?

solid grove
#

when karts pass through a checkpoint plane collider that's how I know where it is on the track

#

I use it for determining what place (1st, 2nd, 3rd etc) each kart is in, and the AI use it to follow the track

cloud rivet
#

oh that's smart, is that something you read about?

solid grove
#

yeah its a pretty typical technique in racing games

#

all of the colliders have numeric IDs and the karts store what the last checkpoint ID they touched was, along with the game time that they touched it so that if two karts are between the same 2 checkpoints they don't both show as being in the same place

#

this also lets the game know if a kart is going the wrong way, as well as when laps are completed

cloud rivet
#

this is great, I think that will be useful for me too, thank you

#

I am not sure I will have an actual race with AI or anything, I was just thinking of making a simple beat your previous time game play. I don't even know if I can do the physics or how far I will get. I'm taking one small step at a time. I have a really basic curve I just want to now write into points to use to generate the mesh in the mesh shader, and then I'll also have the points in the app and can use that to determine the plane that will serve as the floor and emits the normal force so I can have gravity

solid grove
#

mario kart 8 also uses this mechanism to know when you fall out of bounds. the planes can be connected to form a tube around the track and if a kart ever leaves that tube then the game knows that the kart is out of bounds and lakitu should return it to the track

#

i'm not going to do that and just opt for a normal kill plane since the tube is a bit more complicated

cloud rivet
#

what's a kill plane?

solid grove
#

if kart y position < some value then you fell off the track, trigger the rescue system

cloud rivet
#

I think a tube makes sense. for my game I was thinking for the anti grav mechanism, the normal force is actually an attractor and if you're within right side of the plane and some distance that's where gravity is pushing you to

#

not sure yet

#

next step is just turning these points into C

solid grove
#

the tube makes sense for games with antigrav, older mario kart games also used a kill plane since the tracks were flat

#

i think f-zero also uses a tube

cloud rivet
#

pretty cool I can add a button to export the track with the python script

#

the 4th value is the curveu value

C:\Users\Bjorn\projects\code\fury_run>type src\p_track_1.c
// Auto-generated track data from Houdini
// Points: 50
// Length: 0.80

const float track_points[][4] = {
    {0.1220f, 0.0829f, 0.0000f, 0.0000f},
    {0.1210f, 0.0716f, 0.0156f, 0.0204f},
    {0.1180f, 0.0791f, 0.0309f, 0.0408f},
    {0.1131f, 0.0856f, 0.0458f, 0.0612f},
    {0.1063f, 0.0892f, 0.0599f, 0.0816f},
    {0.0978f, 0.0855f, 0.0730f, 0.1020f},
    {0.0876f, 0.0750f, 0.0849f, 0.1224f},
    {0.0761f, 0.0645f, 0.0954f, 0.1429f},
    {0.0632f, 0.0570f, 0.1043f, 0.1633f},
    {0.0494f, 0.0531f, 0.1116f, 0.1837f},
    {0.0347f, 0.0531f, 0.1170f, 0.2041f},
    {0.0195f, 0.0531f, 0.1204f, 0.2245f},
    {0.0039f, 0.0531f, 0.1219f, 0.2449f},
    {-0.0117f, 0.0531f, 0.1214f, 0.2653f},
    {-0.0271f, 0.0531f, 0.1189f, 0.2857f},
    {-0.0421f, 0.0531f, 0.1145f, 0.3061f},
    {-0.0564f, 0.0542f, 0.1082f, 0.3265f},
    {-0.0698f, 0.0604f, 0.1001f, 0.3469f},
    {-0.0820f, 0.0694f, 0.0903f, 0.3673f},
    {-0.0929f, 0.0807f, 0.0791f, 0.3878f},
    {-0.1022f, 0.0884f, 0.0666f, 0.4082f},
    {-0.1099f, 0.0881f, 0.0529f, 0.4286f},
    {-0.1158f, 0.0800f, 0.0384f, 0.4490f},
    {-0.1198f, 0.0753f, 0.0233f, 0.4694f},
    {-0.1217f, 0.0717f, 0.0078f, 0.4898f},
    {-0.1217f, 0.0829f, -0.0078f, 0.5102f},
    {-0.1198f, 0.0829f, -0.0233f, 0.5306f},
    {-0.1158f, 0.0829f, -0.0384f, 0.5510f},
    {-0.1099f, 0.0829f, -0.0529f, 0.5714f},
    {-0.1022f, 0.0829f, -0.0666f, 0.5918f},
    {-0.0929f, 0.0829f, -0.0791f, 0.6122f},
    {-0.0820f, 0.0829f, -0.0903f, 0.6327f},
    {-0.0698f, 0.0829f, -0.1001f, 0.6531f},
    {-0.0564f, 0.0829f, -0.1082f, 0.6735f},
    {-0.0421f, 0.0829f, -0.1145f, 0.6939f},
    {-0.0271f, 0.0829f, -0.1189f, 0.7143f},
    {-0.0117f, 0.0829f, -0.1214f, 0.7347f},
    {0.0039f, 0.0829f, -0.1219f, 0.7551f},
    {0.0195f, 0.0829f, -0.1204f, 0.7755f},
    {0.0347f, 0.0829f, -0.1170f, 0.7959f},
    {0.0494f, 0.0829f, -0.1116f, 0.8163f},
    {0.0632f, 0.0829f, -0.1043f, 0.8367f},
    {0.0761f, 0.0829f, -0.0954f, 0.8571f},
    {0.0876f, 0.0829f, -0.0849f, 0.8776f},
    {0.0978f, 0.0829f, -0.0730f, 0.8980f},
    {0.1063f, 0.0829f, -0.0599f, 0.9184f},
    {0.1131f, 0.0829f, -0.0458f, 0.9388f},
    {0.1180f, 0.0829f, -0.0309f, 0.9592f},
    {0.1210f, 0.0829f, -0.0156f, 0.9796f},
    {0.1220f, 0.0829f, 0.0000f, 1.0000f},
};

const int track_point_count = 50;
#

these values don't match my current scale

#

pretty cool, I'll figure out how to use this to send to my mesh shader

#

then I will figure out how to use it for a floor

#

I'll do that tomorrow

#
cloud rivet
#

I don’t want a c file I want to be able to reload this that’s right

astral hinge
#

so will you use csv or something?

cloud rivet
#

Yes something easy to parse

bronze socket
#

like a fixed width EBCDIC file, fresh from the mainframe?

cloud rivet
#

I was just thinking to use scanf 😅

#

sscanf I mean

solid grove
#

my format is even dumber than that. I write out the data as binary and then memcpy it into an array of structs

#

no parsing needed

cloud rivet
#

I did that with Rosy

#

it worked

#

but I'll parse some ascii for now

cloud rivet
#

ok I have my points in my application and now I need to make them available to the mesh shader and use them to generate the track thinkeyes

solid grove
#

do u need to generate the track in a mesh shader?

cloud rivet
#

I just want to use a mesh shader for some reason, I don't have to

#

I'm trying learn how to use mesh shaders, figure out how they're valuable or useful

#

I thought for a track it made sense

#

still think so

#

I don't want to load in an obj or gltf for the track

cloud rivet
#

it's definitely been so far

#

I think I will generate the track and its barriers in the mesh shader, the vehicle and things that occlude the track will be via obj files that I'll make in Maya or Houdini, and then the rest of the scenery I want to RT

tight torrent
#

RT is fun

#

way easier than raster stuff imo

cloud rivet
#

I hope so

#

the RT stuff will just be distant static scenery with no depth buffer

#

basically the background

solid grove
#

particles are pain with RT. I still haven't figured out how i'm going to restore particle shadows yet now that I don't do shadowmapping anymore

cloud rivet
#

how did you do that with traditional shadows?

solid grove
#

just render the particles again to the shadowmap

#

it was basically free

cloud rivet
#

right, but you'd have to update the blas/tlas to do that with RT

#

so that's not free

solid grove
#

plus particles are even faker than regular game objects. the sprite-based ones are billboarded quads and that concept doesn't exist in RT

#

so I'd have to use the AABB BLAS mode and calculate the bilboard inside there on intersection somehow

cloud rivet
#

are shadows for particles common?

solid grove
#

most games don't bother, but it looks nice so I want to do it

#

really helps ground the effect in the world

cloud rivet
#

might not be too expensive to just keep using a shadowmap?

#

just for those

solid grove
#

well I deleted all that code because it only semi-worked in the first place KEKW

#

i think for the initial vertical slice particle shadows aren't happening

cloud rivet
#

what kind of particle casts a shadow?

cloud rivet
#

interesting, wonder how you'll solve that

cloud rivet
#

hrm

solid grove
#

that weird dithering on the fragments is the video encode i'm pretty sure

#

I don't have any dithering in my code

cloud rivet
#

I believe it

#

I see weird stuff in my videos too

#

I remember trying to debug something I saw in a video

#

then when I thought I figured it out it wasn't even real in the game

#

in my softwarer rasterizer a few months ago

#

it had like a weird magenta line around one of the cubes in the video

cloud rivet
#

I forget what it's called

#

it's like programatic, I didn't look into it much

#

looking it up now

#

oh

#

I think it's a combination of the acceleration structure mode and VK_KHR_ray_tracing_position_fetch maybe

solid grove
#

possibly, its definitely interesting

#

thanks for finding that

cloud rivet
#

like VK_GEOMETRY_TYPE_AABBS_KHR

#

that might be an approach or useful in the research for it

#

it doesn't need actual vertex data

solid grove
#

yeah my plan is to represent the particles as AABBs and then try to reconstruct the billboarded quad in the intersection shader

cloud rivet
#

track data is on the gpu, now I need to figure out how to use it :O

#

the scale is still too small too

#

I'll just wing it in the shader for now?

#

once I draw this track it will immediately break the illusion that I have any physics since the track has elevation changes

#

final video with the fake physics before I dump it, I do like my third party camera, it does need a bunch of work but it's fun

cloud rivet
#

so just have been thinking about what I'll do, I'll take the vector from one point to the next to use as a plane normal, the point is a point in that plane, and do a couple of cross products to get two orthogonal vectors, I'll treat one as a line, I'll use the same line for the next point to draw a quad. The plane will serve as the same thing as what ravbug explained. Since I only have 50 points per track, which I think is enough to describe the track, but not enough to render, I'll lerp some intermediary points to smooth out the track.

#

that's just a theory of what I'll do, I'll figure out how that works out when I start writing code

#

I'll need to eventually generate a normal per point in Houdini to server as the normal force, since I want the track to have twists and loops

#

I'll just assume y up to get the initial track and physics working

cloud rivet
#

I tried looking into OpenAI codex as an alternative to claude code and what a shit show. I can't believe how hard it is to create an windows agenting workflow with Azure on the CLI wheras it's as simple with anthropic as an npm install and logging in with claude. You have request forms, sign with openai into azure, you have to use WSL. I can't believe how hard MS is dropping the ball here. Their product in 2025 is just a shitty auto complete, the same as it was in 2023.

#

everything outside of anthropic treats windows as a second class citizen too. I just don't get it. Feels I just want to quit my job right now and start a startup to fill this gap or something

#

just like a cmd/pwsh first CLI agenting workflow thing, windows/azure dedicated

#

how is this not a thing yet

solid grove
#

seems like the AI field is composed mostly of people using Macs to remote into servers running Linux. anecdotally of my friends who work at AI startups, for all of them the company issued them macs

#

There’s stuff made by Microsoft Research that runs on Mac and Linux but not windows

cloud rivet
#

yeah same at my job, but at ConductorOne we have customers who are full windows shops. Like I ask them to do a curl to test something and they do it in powershell instead

#

people are sleeping on this

#

I'm talking about utility companies, banks, manufacturers

#

they aren't in the SF macbook bubble, they use active directory and just have C# apps and oracle and microsoft licenses

#

like real companies that do things, not vc funded tech dreams that do nothing

solid grove
#

does Claude code work on windows natively?

cloud rivet
#

it does

#

it's great too

#

but you're forced to use anthropic models

#

which seem to be falling behind

#

sonnet 4.5 is very bad, an opus 4.1 is really expensive token wise and anthropic is calling it "legacy"

#

I am not sure anthropic is able to keep up with openai, I don't really understand what's going on with anthropic which has been leading imo up until recently

solid grove
#

that industry is a revolving door so maybe one of their top people got poached

cloud rivet
#

I don't know how to build an agentic workflow, I just want to work on my game

#

I don't use ai anyway for working on it

solid grove
#

for one of the startups a friend works at, the startup got a Facebook person for some ungodly sum, but that person only stayed for 2 weeks before hopping to another startup for an even bigger sum

cloud rivet
#

what an obvious bubble

#

I'm going to try and ride it out at my current job, we just got enough money to last a few years I think we'll be insulated from when all this fallsapart I hope

#

idk what I'm going to do

#

work on my game for now

astral hinge
#

what's next on your list

cloud rivet
#

drawing the track in the mesh shader with this approach #1323084490997895198 message

cloud rivet
#

ok

#

uh

#

well

#

I guess the vehicle has to go on the track now 😅

#

maybe if I ask it nicely

#

how do I put this vehicle on the track? wrong answers only

astral hinge
#

trebuchet

cloud rivet
#

ok ok time for physics, I will drop it on one of the points and it will fall until it hits the track

astral hinge
cloud rivet
#

that's amazing

#

it has bullet physics nodes

astral hinge
#

seems weird to leak the underlying physics library's name like that

solid grove
#

but it has multiple solvers (nDynamics is the default)

cloud rivet
#

I think I can avoid writing actualy physics to solve this problem by deleting my project

#

jk

tight torrent
#

then you can do like banks in the track with just raising or lowering one side of the track

tight torrent
#

(i wanted an excuse to talk about redout vr, did not know that exists)

cloud rivet
#

ah interesting, I don't own a vr thing

cloud rivet
#

ok, I think I understand more about the physics, how to apply the force of gravity to each point on the vehicle both for linear dynamics and for torque, the linear dynamics cause the change in direction, the torque contributes to the orientation, eventually the vehicle could rotate enough where none of the points were colliding with the ground and be in free fall. upon contact for any of the points of the vehicle I apply the normal force which should cancel out the gravitiational force. the torque for each point is a cross product of the position of the local point and of the force being applied to it. I can apply a center of mass for the vehicle to each point to cause the orientation to be centered there. Using implicit Euler, so I get the linear force, which involves the vehicles velocity and gravitational force, apply a drag/friction calculate the acceleration which updates the velocity which is then applied to the position. Angular motion is taking the torque applied to each position with a cross product, taking into account center of mass, this becomes angular velocity, I add all these torque forces for each point into a total torque force, I calculate an axis angle by taking the normal of the angular velocity vector as the axis of orientation and use its length as the angle, and that I convert into a quaternion delta I multiply by the vehicles orientation

#

I think I can do this

#

I will try tomorrow

brisk chasm
cloud rivet
#

I currently have a bunch of stubbed out methods and set up some new structs. I have the basics of the integration function written using the stubbed out methods. I just have to write out the actual code of the functions and then I should have physics

#

and then just make it better

#

once I get the very basics of physics working I'll write an obj loader and create a little bit better vehicle in Maya

cloud rivet
#

I have to go to portland tomorrow for the week for work so won't be able to make progress after today until friday

#

I'm going to focus on starting on filling these structs with functionality I can actually see happening instead of trying to get it right all at once blind

brisk chasm
#

say hi to cyberreality

cloud rivet
#

just there for work stuff

brisk chasm
#

i wasnt serious

cloud rivet
#

so this is where I'm dropping the vehicle in, ok let me start with gravitational force

cloud rivet
cloud rivet
#

going to add some random torque to see how it behaves

#

then I'll work on track collision

cloud rivet
#

ok collision time

#

the collisions are per vehicle contact point, which also contribute to torque, so it should enable the vehicle to move up inclines and come down declines

#

and look correct

#

there's some shenangians with that since there are no contact points the thing hovers

#

but it hovers with 4 rays right now from each corner

#

any ray that's not penetrating the track gets the full gravitational force applied to the torque on that point, curious how that ends up behaving

#

I don't have center of mass yet

#

I also don't have any slope parallel force yet

#

I just want a basic thing to work, the vehicle stays on the track or falls off, I'll make it better later

cloud rivet
#

so for collisions

#

each point in the track currently has an assumed up roughtly equal to y up

#

I take a track point and the next and create a quad from these

#

I create 3D bounds object for the 4 points this quad has

#

for each contact point on the vehicle I detect if it's not within the bounds object (a bounding box)

#

in that case not in contact with the floor

#

if it is within the bounds

#

I calculate the actual up vector of the plane the 4 points make by taking a cross product of the right and left vertices (eventually I'll generate the up vector in houdini, as I need that to create loops and twists in the track)

#

and then I use that up vector as the surface normal for a plane and for each point determine its distance to that plane, if it's negative it's not in contact with the ground, and if it's within a small distance it's hovering

#

that'll produce upward torque, and the normal force on that point up until the maximum hover point

#

that should keep the vehicle on the track I think

#

that'll be a per vehicle contact point per track point so 4 x 50

#

I think that's fine

cloud rivet
#

lol

cloud rivet
#

ok well

#

I think I need to read more

cloud rivet
#

so part of the problem is my code was just finds the first part of the track it's on, and this vehicle is dropping on a spot where it covers two so in the first video for two contact points it doesn't see a floor and is trying to fall but can't, so there's a couple of bugs there, where I need to capture all the parts of the track that I'm on.

#

in the second video I removed applying the gravity for torque to simplify that code and just get it to be stable so I could fix one thing at a time and I applied a hover thrust to my linear force pushing up with an incorrect value and logic. And then in the end there's a bug where it's not applying the player's velocity in the direction the track is going so it goes through the track, and there's bug where it doesn't fall, it just drops to Y 0, and keeps going.

#

it's just a lot of bugs

#

I was rushing through this trying to get something working before going to portland

#

I spent most of the time just setting up the scaffolding to even have physics. Now that I have it I can spend more time on fixing the bugs and getting the parameters & logic right

pseudo dock
#

Hopefully you will be able to concentrate in Portland rather than being distracted thinking about your physics waiting for you at home 😅

cloud rivet
#

I would rather think about physics for my game than work. Working on my game is how I keep from burning out

#

It’s the only thing that I get meaningful amount of serotonin from outside of exercise

#

The rest of everything else in my life is just endless responsibilities

#

Which I am thankful to have but takes up so much energy

#

If I didn’t have this project and exercise I would be an empty shell

pseudo dock
#

Don't you dare go hollow!

cloud rivet
#

ok I am back today

#

I figured out some of my issues from sunday, I hadn't removed all of the fake physics code I had from before

#

and it was conflicting with my new physics

#

I disabled torque, so it looks funny, but removing the old fake physics I had before removed some of the weird stuff

#

I thought I had removed all that code but I hadn't actually

cloud rivet
#

so torque actually works, except for two bugs

#

one is my hover code, before I added real physics I had hard coded hovering, and I haven't yet done all the work to support it, that's why I think the vehicle is kind of angled upward

#

the other bug is that my torque logic is based on finding the track quad beneath the vehicle and isn't able to handle being across two quads

#

so I'll fix that

#

and then I'll fix the hover code

#

and then I think I should be close to being able to go around the track

#

working on this bug is making me physically nauseated tbh ugh

pseudo dock
#

I guess it's good you're working out all the bugs before making the VR version

cloud rivet
#

I'm going to need to track a bunch of state per vehicle contact point

#

I'm too tired to do it now, I have to sleep

#

I wrote a big note to myself in my editor in the physics code so I don't forget

cloud rivet
#

I fixed a lot clipping bugs, still pretty buggy at steep slopes,

#

the controls are hilariously difficult atm

brisk chasm
#

perhaps your soap box needs some whiskers

#

to detect borders like a lidar

cloud rivet
#

it needs something

#

right now I do a check to see if a new position would penetrate the surface and that mostly works

brisk chasm
#

thats what i mean

#

you might need more checks (like more whiskers) to do that, around the front of the box

cloud rivet
#

yeah maybe, I am just checking 4 points, although I think I have an incorrect slope normal somewhere or something

brisk chasm
#

perhaps a debug viewer for slope normals is the next thing then

cloud rivet
#

oh debug views hrm

#

good ideas thank you

#

I think I should add some points in the front of the vehicle for sure

brisk chasm
#

like a hemisphere or like those rams on those old steam locomotives

cloud rivet
#

yes that makes sense

cloud rivet
#

these controls are kind of fun even though they're terrible

#

it's really hard to stay on the track

#

I'm trying to fix bugs but I just find myself trying to stay on the track

brisk chasm
#

maybe you add 2 skirts around the track with a slightly higher slope

#

so that you, when you get off track, dont immediately fall off, but have time to correct the course to get on track again

cloud rivet
#

yeah the goal is to have rails, redout sections without a rail are also very difficult

brisk chasm
#

ah so different "layers" of skirts so to speak, the morer you are off track the more the game will tell you to get back on track 🙂

cloud rivet
#

well the sides will slow you down with friction

brisk chasm
#

yeah

cloud rivet
#

I gotta solve that falling into the track business before all that I think

#

I'll try some more points and then I'm going to add debug views

brisk chasm
#

sounds like a plan

cloud rivet
#

I think making the track wider and vehicle easier to control will help me debug my slope collision issues

#

Right now it feels like a GTA challenge to just get to reproduce it

cloud rivet
#

oh

cloud rivet
#

I have added debug lines for my rays

#

I'm not using the rays yet

#

but I have lines

#

now I will start using them

#

I'll start by making them change colors when they detect a collision

#

and then I'll use it to prevent collisions

#

I'll use the rays instead of the actual contact points on the vehicle

#

having the rays change colors will be really helpful because it's not obvious to me why my current collisions don't always work when they should

cloud rivet
#

amazing

#

so I have them colored red when they detect a collision

#

and that's clearly incorrect

#

it's not taking the orientation into account

#

it's just totally incorrect

#

this explains stuff

#

I need to add visualizations for the track normals next

#

I'll probably add a visualization for which track quad is being contacted too

#

I'm going to add visualizations until I understand every piece of what's going on

solid grove
#

you now have the same debug UI capabilities that I had for the first 5 years of development on my engine KEKW

cloud rivet
#

it's been a struggle and I keep just finding myself trying to guess at what the problem might be, but I need to stop that and just get data, I'm wasting a lot of time on hunches that aren't helping me fix the issue. There's a lot of bugs and they are sort of exacerbating each other, and I need to find just one thing that's not behaving as I expect and troubleshoot it, and that's the collisions code.

#

I turned off torque and other things

solid grove
#

i approximate my karts as spheres and only use the track normal for orienting the mesh for display purposes which makes it a lot simpler

#

i think f-zero does something similar

cloud rivet
#

well, my game is a bit different as it is an antigrav game so I can't assume gravitational force has a constant direction, I need the track normal for that

#

the other thing I'm doing that's making this extra complex is just using a series of points to define the track

#

I am actually currently assuming gravity is pointing down to simplify things

astral hinge
#

how will you support multiple planets though?

#

jk

cloud rivet
#

one of the redout2 maps has a black hole

#

it's pretty cool

solid grove
#

i think u can calculate the closest point on a spline to a given point in 3D space, then use that point's normal as the gravity vector

cloud rivet
#

yes

#

well right now I just have buggy collision code so I am going to draw some track surface normals, tomorrow though as I'm kinda done for the day now

#

I'm gonna listen to a season 2 episode of Critical Role while I go fold my laundry and then go to bed 🇬🇳

cloud rivet
#

now it's making more sense

#

working on track normals now

solid grove
# cloud rivet

me driving to work: man i wish driving was more interesting
the humble road ramp:

cloud rivet
#

at least I have a visual representation of when collision is happening, now i need to know why it fails, but having a visual track normal will be really helpful

#

it's not meant to be oriented this way

#

I turned off torque, it should straighten out and be parallel to the track and hover above it

#

but there's just too many bugs to get that to work right now

#

well

#

that explains it

#

some of it

#

and it also gets into a bad state where it fails to detect collisions at all

brisk chasm
#

bjorn pivoting to a tony hawk clone already 🙂

cloud rivet
#

holy fuck

#

I hadn't compiled my track shader in forever

#

my track was rendering wider than it actually was

#

it was actually this wide based on the math

solid grove
#

gotta set up automatic rebuilds for your shaders

cloud rivet
#

jfc

#

I lost so much time on this

#

well

#

cool cool

#

well I did build some nice debug stuff because of all this

#

I removed so much code too, I have to start adding it back in

#

I removed torque, slowed everything down, did all kinds of things until I finally opened up the points in a text file, added debug ui showing the points, stepped in a debugger and finally looked in render doc and started debugging slang, when I compiled it it shrank the track to the correct size Facepalm

#

I do need like a collision pill or something eventually

#

just trying to get to being able to drive on the track 😭

#

I'm going to work on vehicle orientation based on track normal next, my track collision code is just checking min max right now, I removed my ray plane intersection code while debugging, I'll keep it simple until I get orientation working and I can go around the whole track

#

then I'll add gravitational torque back in and improve the controls

#

then I'll improve collisions and then I'll start making the track go upside down and have loops

cloud rivet
#

it might not look like it, but it is progress. I think I need to interpolate the normals across the tracks, and there's some orientational instability I need to resolve idk how yet

#

I might do a collision sphere

#

I probably should

cloud rivet
#

I like working on this project

solid grove
cloud rivet
#

I updated my iPhone to 26 with the glass ui . It is terrible

#

Swiping between views stutters

#

It’s like a 2010 era android experience

solid grove
#

what model of device?

cloud rivet
#

Maybe it’s obsolete

solid grove
#

26.1 is a lot better than 26.0 if you can believe it

#

they’ll probably fix it over time

astral hinge
#

26.7 is where it peaked

solid grove
#

time traveler spotted

vagrant musk
#

I’m still on 17.1.1

broken fog
#

huh ios 26 is fine for me on ipad

#

macos tahoe otoh is shiiiit

vagrant musk
#

I wish I was exactly 0.0.1 versions more up to date
no further

broken fog
#

18 was fine?

vagrant musk
#

Was 18 the siri update

broken fog
#

idk haven't used siri ever

vagrant musk
#

Because I know siri is like unusable in newer versions

vagrant musk
# vagrant musk I’m still on 17.1.1

17.1.1 forces an annoying feature into the keyboard if I don’t turn off a different feature I do like
17.1.2 offers an option to turn it off independently

cloud rivet
#

Siri has always been unusable

cloud rivet
#

I upgraded because I bought airpod pro 3s and they are from the future. They are amazing. I had the pro 2s before

#

The 3s made me update ios to 26

vagrant musk
broken fog
cloud rivet
cloud rivet
#

I'm not sure how to find my iphone using my watch without siri

#

if that doesn't work anymore lol, what is happening to apple

broken fog
#

that sucks

#

i mean tbf there would be no reason not to update to the latest os if it didn't kinda suck ass so it's not entirely unreasonable

#

but they should probably make the latest os suck less ass

#

though like i said ios 26 is perfectly fine for me on ipad, tahoe is the sus one

cloud rivet
#

I haven't updated my ipad yet

#

my phone is 3 years old so maybe that's just too old for updates

#

in the past I bought a device every other year

bronze socket
#

I've got an iphone se, like the original one with iphone 6 internals

#

ios 15.6

cloud rivet
#

based

#

that was a good phone iirc for the price

bronze socket
#

still works, been running it since I think 2017

#

not gonna get another apple product if I can help it, but damn do smartphones look more and more ass these days

cloud rivet
#

the new iphone air looks incredible

#

but apparently it is actually a bad phone

#

but it looks just amazing

#

it's like wafer thin

#

the camera and sound on it are what they had to sacrifice iirc and a bad camera on an iphone is just a just a massive wtf

#

I just don't know what's going on with Apple

bronze socket
#

its ok they will just replace the bad parts of your image with ai

broken fog
cloud rivet
#

apple like the one tech company that is not throwing AI into every thing

broken fog
#

iphones are good for 5-6 years of updates at least

cloud rivet
#

I was looking at vs 2026 and it was like mostly AI updates agonyfrog

broken fog
#

check battery health, they do massively slow down the phones via software when the battery degrades

bronze socket
#

might need to think about hodling some apple stock, wouldn't buy their products though

#

oh yeah my battery health is godawful but for a 7 year old phone what can you expect

#

8 year old*

broken fog
#

much rather have the chonky 16/17 pro

vagrant musk
cloud rivet
#

fuck AI features lol

vagrant musk
broken fog
bronze socket
#

it speaks volumes about their internal strategic planning

broken fog
#

i can also respect that they're still primarily a computer company and not an ad company

bronze socket
#

it makes me oddly confident in their stock value surviving or even growing when the AI bubble contracts

cloud rivet
#

I don't know if anyone is going to survive this bubble

#

it's fucking huge

#

it's going to have a huge blast radius

bronze socket
#

do you know how to buy chinese treasury bonds, asking for a friend

cloud rivet
#

this bubble it's like 10x the size of the GDP of nations

#

I think you can probably buy into something that has chinese treasury bonds

#

probably like a large India corp

#

the market value of the AI companies is well over 10 trillion, nvidia alone is $5 trillion, it's probably in the 20 trillions

#

maybe this is how it all ends

#

it is ai that kills us, but not the actual ai, just the hype

broken fog
#

i don't think it's massively spiked in recent times, but i also don't see it crashing any time soon

#

though i would probably sell any stock if i'm getting the feeling the ai bubble is about to pop KEKW

bronze socket
#

yeah stock exposure feels kinda sketchy now

broken fog
#

invest in gold

bronze socket
#

I am, precious metals are my #1 holding outside of us tsy bonds

#

I am the kind of conservative investor you see in your nightmares

#

I wonder if there is enough publicly available info to calculate the AI exposure of a given company

broken fog
#

you could create a startup and use ai to do it

cloud rivet
#

so for my project's next steps, I think I'm back in a place to start making progress. I will fix the track detection for the purpose of orienting the vehicle, it's using just the normal of first track that fits into the bounds per ray and it is creating a weird orientation issue where it is clearly picking the wrong track. So I'll fix that, and then I will actually interpolate the the normals of two track quads so the points are not trying to add torque for different normals.

I think that will clean up the weird orientation we see in that video.

#

the next thing will be a collision fix, so the vehicle doesn't disappear into the track

#

with those things in place I think I'll be able to go around the full track without weird issues

#

I think it should also not try to apply the orientation torque while falling, I think that's why it's tumbling around at the beginning, it's trying to apply the torque based on the distance to the track below while closing the distance at a rapid pace and it ends up over correcting and then it takes a while to stabilize

wraith urchin
cloud rivet
#

when really skilled people use AI it is definitely super valuable, seeing people new to programming and graphics try to use it has the worst case outcomes because they are making a mistake to try and use AI for something they don't already now how to do so they don't know how to use AI and they don't know how to do graphics programming

wraith urchin
#

When the bubble pops they will scrap all the data centers and we won't be able to use it even if we wanted to froge_love

cloud rivet
#

I think if those of us here are basing our opinions about the effectiveness on AI based on how unskilled people are using it, you're going to draw incorrect conclusions

wraith urchin
cloud rivet
#

they can, but you will save a ton of time if AI is used

#

for a subset of the things that you work on

#

that's all it is good for, doing things faster, and when it is faster, it is a lot faster

#

if you can do it faster yourself you should not use it

solid grove
#

There are lots of successful ML deployments every year in a wide variety of applications, but they receive little fanfare

bronze socket
#

that suddenly no one wants

solid grove
#

eg advancements in ML-based automatic CC for video are pretty awesome

#

and a great accessibility feature

bronze socket
#

yeah ML has plenty of uses but being your chatbot friend/slave isn't one of them

solid grove
#

the bubble is fueled entirely on companies betting that they can replace their workforces with AI

#

“you’re telling me i can have 0% expenses and 100% profit?!”

#

when the bubble pops all of the useful ML applications, like the CC thing, will stick around and continue to be made

bronze socket
#

there will hopefully be enough of a contraction to make GPUs a little cheaper and beefier for the home user though

solid grove
#

Apparently Microsoft bought more GPUs than they have power and data center space to run them

bronze socket
#

OG speculation and scalping strats, buy shit and stick it in a warehouse until it's worth something

#

hope they diversified into beanie babies

solid grove
#

unfortunately for them electronics don’t hold their value very well once the new one comes out

wraith urchin
#

Although when the bubble pops autodesk will probably lose a ton of money and lay me off

#

So maybe I won't have the excess cash for that...

cloud rivet
#

we're hiring

solid grove
#

will u be when the bubble pops?

cloud rivet
#

yes

#

we raised so much cash

#

we'll outlive the bubble

wraith urchin
#

It's OK im looking forward to being layed off, more time for ASO froge_love

cloud rivet
#

people's obligation to audit access wont' go away with a bubble, and we save customers a ton of money and time