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eigenbom

674 karma · joined April 6, 2012

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eigenbom··on Drape – a Fabric Simulator
I disabled cross-grain and drape and it billowed and exploded: https://twitter.com/eigenbom/status/738887973559668736

Not sure if bug or if those parameters are not in the space of valid options.

Cool project btw!

eigenbom··on [dead]
Nope it's back down. :P
eigenbom··on [dead]
And now it's back.
eigenbom··on [dead]
Came to HN just to check this. Are the APIs down too?
eigenbom··on Introducing C++ experimental io2d (2D Graphics in the C++ standard library)
The death of c++ in many universities could be blamed a little on the hurdles you have to jump to create something windowed and interactive (what many would consider a "program"). I saw that happen at my university between 2000-2010, and in the computer graphics department we just ended up using Processing to teach most concepts.

It's in c++'s best interest to have some components whose purpose is to make things easier, especially for newcomers. io2d fills a huge gap there, one that hasn't been filled by any compilers/IDEs in a cross-platform and straightforward way. However, I agree that better c++ package management would have solved this problem, and also eliminated the need for <filesystem> etc.

I'm not happy with the specifics of the io2d proposal (50+ colour constants?) but it's a start.

eigenbom··on Amplifying C (2010)
Ahh, I didn't check the publication date. That explains a bit, c++ has had some big changes in the last 6 years.
eigenbom··on Amplifying C (2010)
Always fun to see projects like this, but I don't get some of the motivations. Regarding the code examples:

  // c++
  AutoFile file("c:/temp/foo.txt", "w");
  fprintf(file, "Hello, world");

  // lisp
  (with-open-file (f "c:/temp/foo.txt" "w")
    (fprintf f "Hello, world"))
.. the author thinks the former is cluttered and latter uncluttered (simply because the fprintf is within a sub-scope of with-open-file)? That's a fragile rationale, but you can certainly write c++ that way if you like.
eigenbom··on A collection of tweet-sized D3 creations – to add yours, just tweet the code
So awesome! I added a flanging dancing circle thing.

I ran a 'write a game in a tweet' challenge last year, was super fun and had heaps of creative entries (mostly javascript). https://twitter.com/eigenbom/status/614783132391247872

eigenbom··on Facebook Reactions
I look forward to Facebook Actions. Instead of just poking imagine what else you can do..
eigenbom··on JAI Primer: A Programming Language for Games
I'm excited for Jai, and if it ever makes it out into the world I look forward to building some games with it.

However, I just see C++ continuing to get better and better for games programming. The recent appearance of the Core Guidelines [1] (and the eventual codified form for compilers) will be a huge leap. I wish we had full #run-type control over the compile phase, but full constexpr support is a step of the way there.

1. https://github.com/isocpp/CppCoreGuidelines/blob/master/CppC...

eigenbom··on C++ Core Guidelines
I have this issue occasionally, switching between sf::Vector2, b2Vec2, gVec2, etc. Something like drawLine({v.x,v.y},{w.x,w.y}) usually works in a lot of these cases, but I don't mind explicitly converting between representations in order to fulfil an interface.
eigenbom··on AWS SDK for C++
I can see so much potential for this. For example, if you don't want to solely distribute on Steam but want an auto-update feature then it'll be a lot easier with AWS.

Not C++ specific, but I'm hopeful that we'll see some game distribution platforms built on top of this kind of tech. More competitors to Steam will be a good thing.

eigenbom··on AWS SDK for C++
high-score tables, state for online turn-based games, hosting user-generated maps, auto-update system, etc
eigenbom··on A neuroscientist who believes addiction is not a disease
Unless your comment also applies to novels and films I suspect you haven't got a clear idea about what games are.
eigenbom··on A Salute to Solo Programmers
Hi to all the other solo devs out there! I've been building http://moonman.io/ mostly by myself for 4 years now, writing all the code (roughly 100k lines of c++) as well as creating all the earlier art and design. Earlier this year I was lucky to be crowdfunded enough to hire an artist and continue working on the game.

On projects that span years you find that you're not actually working alone, you're collaborating with your younger self. A younger self who is more naive, more optimistic, sloppier, and who leaves funny comments for you to stumble across years later.

eigenbom··on Atria: A toolkit for modern C++ development from Ableton
Your library looks pretty neat, but I have an aversion to boost too. I love that c++ is slowly absorbing the best bits so I can detach myself from it -- it's a great library but is just so monolithic. And whenever I need a non-header-only library from it I always seem to struggle through the windows b2/bjam/whatever process to build them.

Minor: there are a few mistakes on the landing page: 'welcome', 'implementation', etc.

eigenbom··on Evil ML: ML to C++ template language
Then just think of the run times instead.
eigenbom··on Face swapping with Python, dlib, and OpenCV
Neil deGrasse Tyson with Peter Serafinowicz face: https://youtu.be/gr4gIK7Bv3E

Had fun over the weekend playing with this system. :)

eigenbom··on A game whose source code fits in one tweet
I think the . expands to a url so you have to use the zero-width space trick.
eigenbom··on A game whose source code fits in one tweet
These are pretty neat and very concise! :D
eigenbom··on A game whose source code fits in one tweet
A few of us were doing this over on Twitter, with the typical "guess a number" games. But Alex's was the best so far! I built a few games, but all of them were too big.

Here's a 2048/Threes-clone in <700 characters (or 5 tweets): https://twitter.com/eigenbom/status/615424395192877056

eigenbom··on Procedural Heightmap Terrain Generation
This is a great introduction to procedural planet generation.

There's only so far you can go with this tactic. Instead of a high-res LOD height-map built with the same old functions, I'd really love to see a low-res off-line calculated world with overhangs, erosion effects, impact crater, and other crazy structures.

eigenbom··on 365 days of pixel art
Neat :)

I definitely need a right-click colour picker (or shift-click) to work more easily. Can I suggest cutting back your GUI, removing that 3d look, or if you like it too much, then making the pixel art pictures also be 3d like that.

Also your palette is way too saturated. Check out something like http://androidarts.com/palette/16pal.htm for a much nicer set of colours.

eigenbom··on 365 days of pixel art
Neat :)

I'm also reminded of http://davegrey.net/tagged/pixel-art and http://iotacons.blogspot.com.au/ wrt small pixel art drawings from pop culture. It's amazing that you can capture character in so few pixels sometimes.

eigenbom··on 365 days of pixel art
Great, I'm glad so many people seem to enjoy it! :)
eigenbom··on 365 days of pixel art
I agree :)
eigenbom··on 365 days of pixel art
Thanks! Pixel art has a 'digitalness' to it that attracts me, but I can enjoy any style that is done well. A recent vector art game that blew me away, for example, was Hohokum.

Pixel art may be overdone but I think it's a pretty flexible art form and has a long way to travel yet. Just in the last year I've seen a lot of new and different styles, some of which are already appearing in games.

eigenbom··on 365 days of pixel art
Ah thx, thats a shame. There are a lot of tweet embeds in there.
eigenbom··on 365 days of pixel art
The Loomis books are especially great and a must read for any figure drawing/painter/pixeller. However, if you start out with low-res pixel art (like a super mario snes sprite) then you don't really need to understand form at that level.
eigenbom··on 365 days of pixel art
Sure. I find it best to keep it simple, use a decent palette like DB16 or Arne16, block in your shapes, and then add details. Constraints are your friend, especially when starting out. See what you can do with 4 shades of grey in 32x32 pixels .. for example can you draw a set of 8 different x-men within those constraints?

When you get to higher resolutions you need to think more about what the actual pixels are doing, are they jagged, are they banding or blurring, etc. A decent tutorial which covers those concepts is:

http://www.pixeljoint.com/forum/forum_posts.asp?TID=11299

Understanding form and colour and shape and all those things from visual art is important for a lot of bigger pieces, but the nice thing in pixel art is that if you work in a low resolution it's easy to keep tweaking until it looks good. I did a lot of adjusting earlier on.

There are so many different styles of pixel art -- so browse Pixel Joint's gallery or the @Pixel_Dailies account until you find one that resonates. Copy and paste the image into your editor and then start pulling it apart to understand how it works. We did quite a few of these studies, and I found that artists like JunkBoy, AbyssWolf, and Mmro Tarius are especially instructive.

Good luck and I might see you over on Pixel Dailies sometime.

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