anyway i suppose the #process for today is "written like 2k more of amarant porn". which, okay i guess. i mean... it's not that the porn writing isn't productive, both in terms of getting me into the habit of writing and also ~expanding my brand identity and gathering new eyeballs~ or w/e. but it's just dumb porn even if it will ultimately add to my e-popularity. (my plan is to have a patreon set up by, like, march, so in the next few months i'm planning on, uhhh, doing more writing so that more people will be like "yes i want to give this person money" when i do make it.)
code stuff is way more frustrating and slow to go, but it's more INTELLECTUALLY SATISFYING even when it doesn't go anywhere.
(i had an idea about vertex-tagging the generated geometry to make seamless patterned textures, and then i realized i could use that to make seamless geometry details too, like have an edge pair that's "this rock has a divot" or w/e to make rings of grooves along a multi-cell chunk of geometry. like in terms of visuals... vagrant story is an inspiration, definitely. i think i've mentioned before that, essentially, vagrant story's graphics are on par with minecraft's in a way: every room has collision on a block grid that's about two meters cubed, with vertical half-blocks, and each meter has a 32x32 texture on it, which roughly matches minecraft's meter cubes with 16x16 textures. but of course vagrant story looks much, much better than minecraft, because it has more textures, and also there's more complex geometry. both of those are nice, but there's the big open question of "how do you make nice seamless textures when yr dealing with a huge cell field that could be in literally any configuration", and "tagging vertices with texture/geometry detail information" is the answer. or at least an answer. but i haven't written the code to do all that yet, because, uh... that's a lot of work)
ANYWAY PROCESS FOR THE DAY: ORC PORN, OKAY.
code stuff is way more frustrating and slow to go, but it's more INTELLECTUALLY SATISFYING even when it doesn't go anywhere.
(i had an idea about vertex-tagging the generated geometry to make seamless patterned textures, and then i realized i could use that to make seamless geometry details too, like have an edge pair that's "this rock has a divot" or w/e to make rings of grooves along a multi-cell chunk of geometry. like in terms of visuals... vagrant story is an inspiration, definitely. i think i've mentioned before that, essentially, vagrant story's graphics are on par with minecraft's in a way: every room has collision on a block grid that's about two meters cubed, with vertical half-blocks, and each meter has a 32x32 texture on it, which roughly matches minecraft's meter cubes with 16x16 textures. but of course vagrant story looks much, much better than minecraft, because it has more textures, and also there's more complex geometry. both of those are nice, but there's the big open question of "how do you make nice seamless textures when yr dealing with a huge cell field that could be in literally any configuration", and "tagging vertices with texture/geometry detail information" is the answer. or at least an answer. but i haven't written the code to do all that yet, because, uh... that's a lot of work)
ANYWAY PROCESS FOR THE DAY: ORC PORN, OKAY.