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I've been working on a demo for procedural generation of landscapes: https://troido.nl/elaborate/
I'm happy with the progress and the results that I'm getting.
It is the next iteration of https://troido.nl/drainage/
The time complexity is `n*log(n)` where `n` is the number of nodes (approximately `(size / nodesize)^2`)
Elaborate

@darias Thank you! I'm trying it out
@darias Thanks. I don't have a drive account so I can't see it yet though.
by the way, I tweaked some things with my grass and performance is much better now. I think the most important tweaks were using `alpha scissor` instead of `alpha` and setting the draw order back to `index`
@darias Playing around with it would be useful. I'd like to learn and compare techniques. My own projects is https://github.com/jmdejong/s6 by the way
GitHub - jmdejong/s6: experimental 3d open world stuff

experimental 3d open world stuff. Contribute to jmdejong/s6 development by creating an account on GitHub.

GitHub
@darias Thanks! How do you set the random location of the triangle? is that from a CPU script? or is there a way to distinguish the instances in shaders? How many blades of grass can you place without impacting performance?
I'm trying to do something similar (but using particles instead of a multimesh), but if I'm getting a dense grassy field then performance seems to be suffering (and sometimes the grass is flashing over the whole screen)
@darias How did you place the grass blades? When you go far away, do the blades actually go away or are they just hidden?
@m455 Yay, thanks :) I still want to remake it in some vector format
@minerobber @tildetown
Your homedir is symlinked to `/bighome/homedir`
`/bighome` is currently empty, but there is a large unmounted partion so it's likely that your homedir is on there.

I made a new version of Cadastre.
The old Cadastre was a messy python script most of which I wrote in a single afternoon.
The new version is a a Haskell rewrite.
It runs much faster than the python version.
Public parcels, which never actually worked in the old version ,now work properly.

See also:
https://tilde.town/~troido/cadastre/
https://tilde.town/~troido/cadastre/town.html
https://github.com/jmdejong/cadastre https://tiny.tilde.website/media/DrqFsSofMpZDIzw-mws

I made another tiny javascript game, this time a simplified clone of pong.

Play here: https://tilde.town/~troido/picopong.html

Sourcecode:
<body onload=b=p=d=2;setInterval(`s='';d^=2*(b%8<2|6<b%8)+16*(72<b|b==p);b+=d-9;for(i=80;i--;)s+=i%8?i^b?i^p?'.':'_':'o':'\\n';c.innerHTML=s`,200) onkeydown=p+=event.which%2?p<7:-(1<p)><pre id=c>

I still have to figure out what dimensions of the box to use for the most interesting gameplay.