930 karma · joined January 14, 2012
twitter:@redblobgames
Uber and Ubuntu are not in my word list (which attempts to exclude proper nouns), but maybe I should add uber, uberant, uberous, uberously, uberousness, uberty, uberties.
I had a self-imposed time limit of 1 day for this side quest, but there are lots of ideas in the comments here so someday I may come back to this project and give it another day.
You have vector s in blue, and then vector u in teal, and then vector v in orange.
In the diagram, it's "Subject", "First Reflector", "Second Reflector". I think it'd be better if these labels were "Subject s", "First Reflector u", "Second Reflector v" so that we can match up the text to the diagram even without color.
Later you have "The pair of vector u and v is called a rotor". But these colors do not match the earlier colors, and it makes it hard to connect to the diagram.
In the 3D diagram, I think it would be better if you used the same color scheme as for the 2D diagram. Same for the circular reflection diagram.
Suggested colors:
- subject s - orange in every diagram (currently blue, blue, blue)
- first reflector - teal in every diagram (currently teal, magenta, pink)
- second reflector - blue in every diagram (currently orange, teal, orange)
This makes the rotor colors more similar to each other than to the subject.
Changing the graph is another optimization that's commonly used. A graph of rooms is far smaller than a graph of tiles, and you can precompute paths on the small graph. The landmark heuristic can work on that graph too, although with the small examples on the page you probably wouldn't need to.
1. If the cost of a tile decreases, the precalculated heuristic will be too high, so A* might find a non-shortest but ok path. In game, you can think of the dorf as following the path they already know about, because they don't yet know that there's a shorter way.
2. If the cost of a tile increases, the precalculated heuristic will be too low, so A* will find the optimal path but it will take a little bit longer (still not as long as if we weren't using this heuristic). In game, you can think of the dorf as following the path they already know about, but running into a wall, so then they find a path around it.
However, MSDF can handle lots of distance-based effects (glow, shadow, outline, gradient, etc.)[1], and I don't think Slug does that. And MSDF is constant time whereas (I think) Slug is going to vary depending on the complexity of the font.
The Slug paper [2] says:
All of the techniques that store data in a texture atlas are inherently using a discrete
sampling of what is actually an infinitely precise description of a glyph outline. This
inescapably leads to limitations that can be mitigated by increasing the resolution of
the texture atlas, but that can never be completely removed. For applications that
need to render a wide range of characters at potentially large font sizes, a texture atlas
capable of producing glyphs at an acceptable level of quality may have prohibitively
large storage requirements.
[1] https://www.redblobgames.com/articles/sdf-fonts/#demoThere's a different blog series that does go into plate tectonics: https://frozenfractal.com/blog/2023/11/13/around-the-world-2...
Coincidentally Civ 7 just announced they're using plates with voronoi for their new map generator.
I spend almost zero time moderating, because I've outsourced it to blogger/disqus. I'm not a big fan of disqus but the comments provide so much value to me, and disqus does the moderation so well, that I keep using it for now.
I think of it like giving a talk at a conference, and having questions afterwards. At some conferences, the questions are a waste of time. But at other conferences, the questions are quite valuable. I think comments don't work well on all sites. But they work well on mine.
At least on Firefox/Mac, sometimes while dragging it "picks up" the image to drag it. This should prevent that.
Each of those icons is a full year of weather data. Left to right is Jan to Dec. Bottom to top is the hours of the day. The pixel color tells you cold vs hot.
And it doesn't scroll endlessly. It will display this at the bottom of the page:
> You're all caught up on Most Recent posts
> Check back later for more updates
A large part of the reason I'm using these other services instead of hosting my own is because of mobile apps + browser extensions.
1. antialiasing should be done in linear rgb space instead of srgb space [1] [2]
2. because of the lack of (1) for decades, fonts have been tweaked to compensate, so sometimes srgb is better [3] [4]
Do you have advice on linear vs srgb space antialiasing?
[1] https://www.puredevsoftware.com/blog/2019/01/22/sub-pixel-ga...
[2] http://hikogui.org/2022/10/24/the-trouble-with-anti-aliasing...
[3] https://news.ycombinator.com/item?id=12023985
[4] http://hikogui.org/2022/10/24/the-trouble-with-anti-aliasing...
https://wwwtyro.net/2019/11/18/instanced-lines.html is also nice.