36 karma · joined April 13, 2017
Font.skin connects GPU shaders with webfonts to allow creating real-time, browser-based animated text effects never seen before on the web.
Global uniforms are compatible with Shadertoy i.e. iTime, iResolution etc. to allow pasting parts of shaders from ST.
Font skins can be exported to pure HTML or React and have no dependencies. Text transitions are scriptable in GLSL which is transpiled to JS. This is to allow exporting to game engines in the nearest future as transpiling from GLSL to other strongly typed languages is simpler than from arbitrary JS. The resulting code together with all required glyphs, gzipped often takes less space than a screenshot of itself or the font it's based on i.e. 30KB
This is all very random but also fun to watch. I like the song in demo 33. Some demos are very high-effort and others....no effort at all :)
In 99.9% cases there will be no need to keep track of the epoch just like the current computers don't look before 1970. In rare cases if its required the epoch can obviously be stored in another byte.
It's not true that it's much simpler to work with two 32bit words for a date than working with simply restarted clock. Basic arithmetics cannot be used reliably so every operation must go through a library like i.e. bigint used to require. This complicates the system and the goal of having a reliable 32bit date format in the future is for simplicity.
In my private projects when going again over my code in i.e. Source Tree I'm tempted to stage stuff that is messy with many comments and should be rewritten hoping I'll come back to this another day. The temptation is too big when there's no one looking. The fact someone will be reading your code encourages a proper cleanup before creating a PR.
Remember Volkswagen diesel emissions scandal? The lawyer who exposed it, who also fought Deutsche Bank in the US now exposes Covid as fraud and mass murder. https://odysee.com/@Corona-Investigative-Committee:5/Reiner-...
Converted from CoffeeScript to JavaScript
Updated Three.js to much newer version
Converted custom shaders to work with the above
Restored missing assets
Made the game playable directly from gh-pages without any backend
More details about resurrection of the project here https://github.com/CodeArtemis/TriggerRally/issues/76