

I prefer the more colourful versions that Hyperion showed us ( mainly because I'm a colour junky and love bling) but you obviously know your shapes.

This is genuinely one of the best things I've seen in possibly the whole development of limit theory because I think Limit Theory should largely be community based and community developed.LindseyReid wrote: ↑Sat Nov 04, 2017 4:18 pmhttps://lindseyreidblog.wordpress.com/
I wrote a tutorial on mesh stellation :p
Awesome Lindsey!LindseyReid wrote: ↑Sat Nov 04, 2017 4:18 pmhttps://lindseyreidblog.wordpress.com/
I wrote a tutorial on mesh stellation :p
Just to be super clear: this code is NOT production Limit Theory code. It's pseudocode that would not compile or run in any real language. These algorithms reflect the algorithms in Limit Theory, but class names, syntax, and even sometimes large chunks of the algorithm are changed for the purposes of making the tutorial easier to understand.FormalMoss wrote: ↑Sat Nov 04, 2017 6:11 pmAwesome Lindsey!![]()
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That's the first time I've seen actual evidence to support the Vec3 setup.. we've seen code before from Josh, but I never truly saw someone say exactly what it was lol
P.S. Typo:
traingular
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(ooh, there's a train emoticon...)
I'm genuinely flattered by y'all's undying enthusiasm for LT. Although I'm also excited to see what LT becomes post-release, right now, our first and last job is to finish the game. I write these tutorials in my spare time 1) for fun and 2) to fill a gap in the general game dev community where mid- and high-level procedural tutorials are missing. They're not currently intended to build up to something more for LT specifically, and they're not a sign of us developing a whole new idea for LT or PR's future. I apologize if posting them in the forums was confusing.Hyperion wrote: ↑Sat Nov 04, 2017 5:55 pmThis is genuinely one of the best things I've seen in possibly the whole development of limit theory because I think Limit Theory should largely be community based and community developed.
In my opinion, Procedural Reality might be well suited to become a company more like Adobe than CIG, making development tools to enable people to make their own games. Limit Theory then would be more of a flagship with accompanying devtools. Tutorials like this will be key to that. I for one would love to eventually see a coding school where the devs and other members can teach each other how to code and build games as entries in mod contests.
Edit: not to mention Victor will get EXACTLY the game he wants, Rembrandt shaders and all![]()
I'm gladFormalMoss wrote: ↑Sun Nov 05, 2017 7:06 amHi Lindsey, thank you for your explanation of your personal blog, I was merely drawing a comparison between your pseudo-code and similar code we've seen in Josh's work. Even your cute drawingof the extrusion was helpful for me to understand the bigger picture
Have you ever read, or heard of, Marcus du Sautoy's book; Finding Moonshine?
I think it would be apt to include it here, as I'm sure some transformations, where symmetry is sought, could be useful?
Correct. I've been around for awhile, but I'm going by a pseudoname. Thank you for the warm welcome
Ahh.. I thought I *was* going slightly bonkers.. As I do recognise the avatar, but can't remember her old forum nick.
Is it pseudoname or pseudonym? Now I'm confused.LindseyReid wrote: ↑Sun Nov 05, 2017 1:01 pmCorrect. I've been around for awhile, but I'm going by a pseudoname. Thank you for the warm welcome![]()
technically Pseudonym. but tomayto tomahtovector67 wrote: ↑Mon Nov 06, 2017 3:30 amIs it pseudoname or pseudonym? Now I'm confused.LindseyReid wrote: ↑Sun Nov 05, 2017 1:01 pmCorrect. I've been around for awhile, but I'm going by a pseudoname. Thank you for the warm welcome![]()
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