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beast_pixels
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Oh right, I forgot you can post here without making a project tag.

Current progress on my game. Spent some time to figure out how to "fit" hexagonal meshes into a height map, to properly present slopes and such.

After two days I figured out that it is simply a 1:1 taper:

vec2 hexTileVertexToUVCoords(vec2 xy)
{
    vec2 uv = xy;
    uv.x += uv.x * abs(uv.y);
    uv.x = 0.5 + uv.x/2.0;
    return uv;
}

Next step is replacing the procedural hex mesh with actual different hex tiles. E.g. adding art.

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&perspective-drawing Oh god, position becomes rotation in curvilinear. Also, implemented rudimentary curvilinear edge drawing.

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&perspective-drawing Added the construction lines for subdivison because it's usually important to know where the center of the cube is.

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&perspective-drawing Added a "Analysis" window that compensates for position, distance and tilt so you can analyse how each parameter effects the cube more accurately. (Sorry, it doesn't actually do the analysis for you. (Yet?))

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&perspective-drawing Opted for simple, functional, auto-generated UI and added various guidelines. Think this will be all, jamming wise.

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&perspective-drawing
Damn, I didn't know 1 Point Perspective could do this.

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&perspective-drawing
Joining the Jam very late but wanted to make a little something to help me learn perspective drawing. Now I have working construction (and parallel) lines, next will be adding UI to tweak all the parameters on the fly.

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!til Apparently humans with normal color vision can have vastly different ratios of Green vs Red cones, which should imply that different people perceive Red in different intensities(?)

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