Bubbles
oimo.io
oimo.io
A game has a goal. Here you are free to experiment without being led or nudged. In the world of computer-based entertainment, it is refreshing.
But it kinda only works for towns.
The "big" buildings feel tiny due to the size limit (3x3?) so you can never get a satisfying city.
Someone rebuilt it in Javascript. It’s not mobile friendly, so I haven’t been able to try much with it yet. https://peterfidelman.github.io/constructor/
I recommend exploring the top-right link and poking around this person's site. It felt like an old flash website and took me back a couple decades.
*) Test Drive 3
I checked how Total Drivin' looked. Have a look at http://dos-scholar.blogspot.com/2011/04/test-drive-iii-passi..., if you want to see TD3.
One of the only games I've truly enjoyed for a long time is SimCity. I learned this genre is sometimes called "idle games".
> What differentiates idle games from other types of game systems is that they can progress without player input. When players do engage, they tinker with a system, rather than encountering a confrontation that they can win or lose.
> Idle games invites players to participate in the game world, but does not revolve around them. You are, essentially, not a center of the world but a spectator.
On the Design of Idle Games, Katta Spiel et al. https://dl.acm.org/doi/pdf/10.1145/3311350.3347180 (PDF)
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Neverhood looks fun! Love the claymation art.
The Neverhood Trailer (1996) - https://youtu.be/OOcWNOxoG6E
That is very interesting. With "idle games" idea of playing games may be stretched to all different spaces of interacting with the computer/program, touching on learning, relaxation, ideation. Well... food for thought.
> Neverhood looks fun! Love the claymation art.
Neverhood is unique with its aesthetics as it was created with real, huge set made of real clay and cameras recording character walking.
Behind the Scenes - Neverhood and Skullmonkeys [Making of] https://www.youtube.com/watch?v=BrR3jbgocI4
Love the physicality/materiality of clay, like one person said, how it has finger prints. Creatures and their environment all made by hand. I have a feeling, as society becomes more digitized and virtualized, people are missing the tactile sensation of touching real things. It might lead to a revival of interest in hand-made crafts, and material objects made of wood, ceramics, wool..
> With "idle games" idea of playing games may be stretched to all different spaces of interacting with the computer/program, touching on learning, relaxation, ideation.
The paper I linked above has made me curious about the concept of "idle games", and related topics like "gamification" of education, work, and life routines.
I realized, Stardew Valley is a famous example of an idle game without competition, winning or losing. I haven't played it, but I imagine it's a pleasant experience.
https://store.steampowered.com/app/413150/Stardew_Valley/
Found another one, World of Goo. https://store.steampowered.com/app/22000/World_of_Goo/
Glad you liked it. I feel it also shows amazing atmosphere and spirit of people involved and this is what attracts us. You know, like backstage of Fraggle Rock or The Muppet Show.
I will definitely read the paper / explore the idea of 'idle games'. Thx again.
With those items off, it's a great place to "drive" around, with different climates, seasons, amazing views, etc. Drive a classic convertible along a beachfront road. Explore dirt roads in an SUV during a snow storm.
It's no driving simulator, but it's a pleasant way to get away from the world for a while. If you've got the winter blahs and like driving / scenery, plug your PC or Xbox into the biggest display you have and get away for a while.
Old Version Written in ActionScript 3.0 Supports spheres and boxes as collision shapes Supports various joints (ball and socket, distance, hinge, prismatic, etc...) Fast and stable collision solver
For context: Haxe is a programming language with the main purpose to have several compile targets for many programming languages.
Glad it is working for them.
Sometimes I wonder what I'm missing out by looking at lists curated by points given out by people who come together by hyper specialised interests. Should have heard of it before hearing about the millionth JS framework.
But human curation costs money, and can't (yet!!11~ scream the AI folks) be replaced by AI, so here we are.
Haxe is interesting. I remember coming across it back in the days of Flash.
They also had a bytecode VM of their own called Neko.
At the time when I heard of it there were three platforms you could target with Haxe: JavaScript, Flash, and Neko.
It’s pretty cool to see that after all these years Haxe is still alive and in use.
Had to use it at a gaming startup. Everybody hated it, including the CEO, and we were planning moving to Unity as soon as possible.
Also, I don't believe that the bubble toy is related to their physics engine; it seems like a different type of physics. The engine is focused on 3D collisions, joints, springs, etc., whereas the bubble toy is simulating thin films.
I wish there was source code for the bubble toy so we could see how it works!
Also they appear to be a student?
homepage : https://oimo.io/
https://en.wikipedia.org/wiki/Rayleigh%E2%80%93Taylor_instab...
This whole comment thread makes for happy reading.
A talented person creating cool original things and a bunch of smart people playing with, discussing and appreciating their work.
Though strangely, it seems to disable all of my browser keyboard shortcuts. Even basic ones like going back, selecting the address bar, or changing the zoom level. I assume it's just listening for all key events, though I didn't even realize it was possible to override the basic ones.
edit: I found the bug! It has a list that's supposed to contain all possible keycodes, and if all the keys in your shortcut are on it that list it works. But I'm on macOS so my shortcuts all involve the "MetaLeft" or "MetaRight" key and those are missing from the list. Appending those keycodes to the minified array named `ba.G` fixes shortcuts for me!
The mechanics were not explained, you had to discover how to play it.
The problem: the primary mechanism was pointer clicks, but the Mac's tap to click didn't work.
So the game was in motion but nothing I did made any difference. I even wondered if perhaps the virality was a joke: the people who knew it didn't actually work were playing a trick on everyone else.
Anyway, I guess the moral of the story is that forcing the user to discover the mechanics works better when you control the full stack.
Or that those of us who cherish tap to click should occasionally press harder, just in case.
((check out the second-last item in the gallery))
This is very fun.
"Wow, neat. I wonder how they did this."
tries to right click (no context menu appears)
hit F12 for developer tools
"Oh, it's just a solid 173KB of javascript. No big deal."
notices the window resize affected the simulation
"There's now a big blob of bubbles coalescing at the top of my screen. Wow!"
What kind of competitions is this referring to?
(Sidenote: try dragging the profile pic!)
Maybe I don't want to know.
I'm still grappling with my last bout of "holy moly is the universe a simulation?" after reading about a way of dealing with latency in networked games that looks a lot like relativity.
https://www.reddit.com/r/gamedev/comments/1z0t7y/replication...
what I like about this is that that air is particle system. and so are bubbles are made of elastic strings. in a sense there is no bubbles here, it is interaction of particles, and bubbles and air wind is emergent property
back back to it
.. making bubble, but not quite
.. spinning a bubble
It's more likely IMO that the Voronoi pattern emerges from the constraints of the simulation.
Haxe is an awesome project that's been around for ages... I last looked at it as a potential replacement for AIR/AS3 a decade ago but the GPU capabilities weren't there yet with OpenFL. Seems like it's time to take a new look!
The impact of the various directions of the fan or pin.
So much variation in such a simple seeming base.
I agree that this is a true work of art. The variation and attention to detail is delightful. I hope more people put together and share stuff like this on HN.
than expected time to pop
But, they will all pop
But bubbles require constant slow airflow, at that pace this does not make any bubble at all.
A good example of how haxe has evolved since AS2, the author (saharan) has written their own shader language _in_ haxe which they've used in this project. Haxe has a compile-time macro engine which you can develop DSLs to improve your workflow https://github.com/saharan/HGSL
https://github.com/saharan/OGSL/blob/master/src/com/element/...
A GUI authoring tool which everybody can learn instead of some insane manual canvas coding.
From tech perspective, it works in my Pentium III computer, and the animation is streamable. Try that with JS?
I don't think that asking from modern software to work on Pentium 3 is reasonable. Software should work on a reasonable percentage of user computers. Pentium 3 is definitely outside of this definition. You didn't ask for Flash to work on 8086, did you? I'd expect it to be a challenge to even run Google Chrome on Pentium 3.