#codemao
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Here it is: The return of Olly and Coding Cat.



#dive olly dive#dive olly dive!#dive olly dive: alien encounter#submarine mobilization: alien baby project#submarine mobilization#codemao#IS THAT A BAG WITH OFFICIAL2D ART?!#I WANT IT SO MUCH…
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I'm happy to get into it! I didn't expect you or anyone else to read the debug info, it's not really easily scannable.
Seed of Andromeda was one of my early inspirations for my initial light algorithm! They had so many great resources on their blog, it's a shame it's all defunct now. One thing I noticed when implementing their algorithm was that there is very little in the way of optimization in it. It was actually incredibly slow when I just ported it 1-1.
When writing my more advanced lighting I had to deviate from their sample significantly, and I found this fantastic article on word-level-parallelism particularly helpful for optimizing multi-channel arithmetic:
I'm considering making a post on here about the way I implemented my light math in more detail, but I'm worried it might be too technical.
But yeah! The game is built to be multiplayer in its structure. I had multiplayer working for a while before I did some significant refractors last year. But you can bet I'll be using the compression for both in and file saving. I'll definitely post more about that soon.
Introducing Zepha
Hi, I'm Auri and I'm reinventing the wheel making a voxel game / engine. Recently I've managed to scrape together a really cool RGB voxel lighting algorithm so I'm going to make a post about it!
One thing that was really important to me when designing my game's lighting was that I wanted the static lighting to fit in with more fancy graphical effects. That means that Minecraft's lackluster diamond-shaped lighting wasn't going to cut it. I wanted spherical light and I wanted colors!
To accomplish this, I split the lighting into 6 channels. RGB for block light, and RGB for sky light. (technically there's 9 channels but that's too complicated to get into right now). I also store the direction that light comes from so that I can build a pseudo-sphere of light around the source.
To make things performant, I had to delve deep into micro-optimizations like Word Level Parallelism, which is a technique to do the same operation on multiple numbers packed into a single integer. The algorithm supports a huge dynamic range for colors and brightnesses, and operates in real time.
Any color can be used, and bright lights even overexpose. Lights can span chunks in radius!
If you're interested in the project, and want to see more, please join my Discord! I do weekly livestreams and I post updates often! Thanks for your interest ❤️❤️❤️
aurail.us/discord.html
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CodeMao @raspberryxiao #codemao (在 Shenzhen, Guangdong) https://www.instagram.com/p/BrxeCHRl_fC/?utm_source=ig_tumblr_share&igshid=5wusqy8n0lfo
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This is a poster of Olly and Programming Cat, the mascot of some kind of “learn to code” program. Keep it in mind, it’ll come back later.

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