Posts

Questions About Random Isolated Mirror Brush ( VER_043 )

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I am making an engine for an MMO. Original video here: https://www.youtube.com/shorts/_PCglEj-piY  A four second video isn't much time to explain. But hey, I am not famous. So I have the time to put this together since you two were curious. My engine uses a thing I call a "Hotel" , which is a levelpack storing 13 levels in the configuration below. ( "Hotel" isn't a technical term, I just make up my own words for things. ) Each level is 64x64 tiles, but each level also has all power of 2 tiles. So each level is actually 7 layers: Layer 0 : A 64x64 map of 1x tiles Layer 1 : A 32x32 map of 2x tiles Layer 2 : A 16x16 map of 4x tiles Layer 3 : A 8x8 map of 8x tiles Layer 4 : A 4x4 map of 16x tiles Layer 5 : A 2x2 map of 32x tiles Layer 6 : A 1x1 map of 64x tile, One giant tile the size of an entire level. The ISOLATED brush has an origin isolated to the level , see below animation: See Video Of Above : https://www.youtube.com/shorts/_PCglEj-piY The GLOBAL brush m...

Fractal Brush For Game Engines

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Fractal brush is now clickable. www.tinyurl.com/BOMB-CODE These blog posts get zero views. Is it worth doing? Anyways, power of 2 tile sizes means that our brush had to snap to a grid. With this fractal brush, we now can use brush sizes that are: 1. NOT snapped to power of 2 position. 2. Sizes that are NOT a power of 2. 3. Brush size does NOT need to be square. -KanjiCoder

Fractal Brush Smoke Test

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Fractal Brush Smoke Test www.youtube.com/@KANJICODER The fractal brush is not done yet. The idea is to have any sized tile brush you want and the surface area of the brush is packed with the largest power of two tiles that can be set onto the canvas. The core code looks correct using KONAMI_ARROW_CODE+"I" . Eventually we need to create a "fractal mode" were any non-zero tile value uses the fractal brush. The zero tile will use the fractal eraser. And then also figure out how "fractal inserter" will fit into all of this.  

Heroku No Longer Free , Dumping My Tech Demo Images Here

  I think my computer must have blue-screened while I was working on this. Because I remember painstakengly gathering all the images and comments... Yet nothing is here accept some notes... Oh well.... We will work on that on a later date.      Let's just make our engine impressive enough that it outshines everything that was in our tech demos. R.I.P. Tech Demos Site : https://d3m0.herokuapp.com/      Working on a fractal auto tiling engine. I record 100% of development live on twitch: www.twitch.com/kanjicoder You can email me: HeavyMetalCookies@Gmail.com Advertising is __OK__ on my channel, HOWEVER... Whatever you are working on must have improved since the last time you posted.

Level Isolated Mirroring Brush

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 Level Isolated Mirroring Brush www.tinyurl.com/BOMB-CODE A mirroring tile brush where the origin is always the current level you are clicking in. This gives me ideas for a brush where the origin is the EDGES of the levels rather than the CENTERS of the levels. It could be used to make decorative pillar-like designs on the boundaries between levels. However, it is time to move on from this fucking around. We need to create previewable save-format for Josh so that he can manage his level designs. I would also like this. Because I am having trouble remembering what save files contain what when I am doing technical demo videos. I could also make an imgur gallery full of save files that are also images, which would be nice. I am very tired and my focus is shot. Just decided I should make this post now because it is either now or never. And even if it were now or later, now is going to be more efficient than later. My mind may be unfocused and tired and slightly foggy, but it is better ...

Mirroring Brush Begins

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 Mirroring Brush Begins www.tinyurl.com/BOMB-CODE This is my mirroring brush. Is isn't finished yet. As a reminder to myself features I want to add: 1. Mirror only within the current level the initial click was inside of. 2. F_MIRMAID_TIK() function that when "#_MIRROR_ALTERNATION_#" is on, will cycle/loop through a preset list of mirroring modes as you draw. -KanjiCoder  

texSubImage2D BugFix

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 texSubImage2D BugFix www.tinyurl.com/BOMB-CODE https://github.com/KanjiCoder/AIM Email Me : KanjiCoder@Gmail.com Discord : KANJICODER#0255 THE_BUG: After 16 videos worth of writing the "HARDTEX" system, I have visual confirmation that the bug in my code is comming from the call to WebGlContext.texSubImage2D (GL.texSubImage2D). This is progress, as the dirty sector management code that helps efficiently update out-of-date-chunks of my texture memory is very complex, and I was afraid the bug was in that code. But I had already looked over that code previously in search of the bug and after double checking it, the logic seemed sound. This gives me sanity of mind, because now I can focus in on "texSubImage2D" and figure out why it is broken. THE_FIX: Found the bug in my sub texture push code. Before calling GL.texSubImage2D , you need to call GL.pixelStorei( GL.UNPACK_ROW_LENGTH , 2048 ). Well, 2048 for me because my main texture that stores all GPU game memory is in a...