traaaaaaannnnnnnnnns
Welcome to /c/traaaaaaannnnnnnnnns, an anti-capitalist meme community for transgender and gender diverse people.
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Matrix Group Chat:
Suggested Matrix Client: Cinny
https://rentry.co/tracha (Includes rules and invite link)
WEBRINGS:
๐ณ๏ธโโง๏ธ Transmasculine Pride Ring ๐ณ๏ธโโง๏ธ
โฌ ๏ธ Left ๐ณ๏ธโโง๏ธ๐ณ๏ธโ๐ Be Crime Do Gay Webring ๐ณ๏ธโโง๏ธ๐ณ๏ธโ๐ Right โก๏ธ
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i'm back btw
what have i been up to
work has been ridiculously stressful. i started adhd meds which made me more productive and are generally helping me a lot. i can stick with things now that i want to be doing, so that's neat. i got through a major release and such that was stupid and stressful and afterwards the residual stress was so bad I had to take a couple sick days. lol.i've been back on making games. i experimented with making a Minecrap clone in rust+bevy and got super deep into the terrain generation, so now I am a font of knowledge about how Minecraft 1.18+ terrain gen works, ask me anything about density functions and octaves and shit, I guess. One of the most satisfying things was improving the performance of the algorithms and rendering since it was Very Slow at several stages.
I ended up settling on a system that would:
I found that actually building the mesh for a given chunk would take ~2ms, but that doesn't include generation time (which I moved to an async task pool).
For actually generating chunks, there's so much information out there about how Minecraft actually does this stuff that it was really easy to solve these problems. Things I liked were the talk by one of the devs on the wiki about terrain generation and the basics of how it works, the wiki which explained density functions, the fact that the worldgen code is literally just json files inside the jar, and of course the mostly-working Deepslate JavaScript library https://github.com/misode/deepslate which had a close-enough noise implementation (although yikes I think the naming of the deeply nested noise classes is not great, not that I could do much better) which helped take a lot of the difficulties of the documentation on the wiki and turn it into code implementation, and led me down the path of using the Visitor pattern for actually handling the deeply nested web of complex operations that involve determining the final density of a given block.
It was slow, so I tried to get SIMD working and struggled with the FastNoise2 library (which has rust bindings, which is nice, but I had to symlink some files to get it to work right as it would build the library in the wrong folder for some reason) and once I did suddenly it was fast, but as is typical with optimization, a complete refactor was necessary. Lots of hours.
Eventually, I decided to move on to other things as I felt like I was neglecting other skills I needed to actually be a competent game dev like modelling, mechanics design, etc. stuff like that that's a lot more nebulous and way outside of my skill set. So my partner and I did a 5 hour Blender tutorial about making donuts and animating them, and while I think I learned a lot from it I still feel totally lost on how to take the mess of ideas in my head and turn them into a compelling game without getting lost or burnt out along the way. So I'm taking some time off from creation to read Tynan Sylvester's Designing Games to see if having a bit of a more solid framework will help make it all make sense.
I still feel totally lost in a lot of ways, but I'm trying to take it easy and just idk be kind to myself.
Cool projects! I've also been putting off developing my other gamedev skills. Glad the meds are helping!