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This Is (NOT!) A Car Club

notacarclub.kbrecordzz.com

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The game project is starting to get big. I've created lots of stuff and now all the parts need to connect to each other, which requires different parts of my brain to work at the same time. This is probably where I start to make weird mindmaps of the project to outsource stuff from my brain, or sign up for a project management app (or a project management "suite", that sounds much more serious).
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juntogawa 2 months ago

Made the game's 3D world smaller. Less areas but with more polish, quality > quantity

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Too bad that I've managed to get a (small) following on this page, when my next game will be released on another one... (https://neocities.org/site/kbrecordzz). ILLEGAL TO FOLLOW! So, make sure to just not follow that Neocities profile and everything will be fine!
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juntogawa 2 months ago

This is my own 3D engine, which I'm currently porting my upcoming game to. It's called "Brutus Force" / brutusforce and it doesn't even use matrix math. It's just trigonometry (you can - obviously - create 3D graphics with only easy-to-understand trigonometry, but no one talks about it!)

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Quality comes from the inside. The inside of your mind. From your unique thoughts and experiences that can't be copied by anyone else. That's why great art is unique, and vice versa. Because it's the same thing. That's why you can't measure quality, because it can't be compared to other things. That's why you can't copy real quality or repeat it on a schedule, because then it stops being unique.
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juntogawa 2 months ago

That's also why real quality survives all trends, because it can't be replaced by anything new, because nothing else can be like it.

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Starting to get past the "three.js parts" of three.js and get closer to the WebGL parts.
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Trying to improve the graphics of my next game, and it seems to come down to 3 things: creating efficient technology to run the graphics (since I make games for all kinds of devices, including low-power ones), making good tools who make it frictionless and fun to create, and then actually improving my feel for quality in art.
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juntogawa 2 months ago

Compared to This Is (NOT!) A Car Club, I want to improve quality instead of quantity. Have an interesting variation in the graphics instead of just _many things_. So I'm designing shaders to be able to use multiple images for house textures and character/object sprites without slowing down the GPU.

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juntogawa 2 months ago

Technical things like this are advanced but very solvable. Making good tools is mostly about de-learning all the bad tools with too many options and buttons that put technology in the way when you try to focus on your art.

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juntogawa 2 months ago

Actually getting good at art and graphics is the real work, there are no cool tricks for this except experience and time...

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Achieving backwards-compatibility for IE11 (it can run 3D) by removing "let" and "const" Javascript variables.
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juntogawa 2 months ago

Changed my font file (TTF format) to be "installable" instead of "restricted", in order to work in IE11 (http://carnage-melon.tom7.org/embed/)

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juntogawa 2 months ago

Made pixel art images bigger instead of using "image-rendering: pixelated;" (not very supported before 2020)

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Abstractions in programming promise to create efficiency (mostly for the programmer, but still), but it only creates efficiency in the actual program when you reuse code in functions instead of copy-pasting it over and over (one of the purposes of functions) which results in less total code in the executable file.
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juntogawa 2 months ago

But this doesn't matter in object-oriented programming anyway, because the objects have overhead in code size, memory usage and computation time, that makes the code automatically much less efficient anyway.

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juntogawa 2 months ago

Abstractions also promise to make code readable, but it doesn't make the actual working CODE more readable, it just makes the abstractions more readable. So even if it's easily readable, you won't understand the interesting parts anyway.

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juntogawa 2 months ago

When abstractions aren't used primarily for code reuse, but instead to hide meaning, the program will grow more and more inefficient. Because you stop reading the actual code and only read the abstractions.

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juntogawa 2 months ago

And then you won't know about what actually happens anymore underneath the abstractions anymore. Now those things can be as efficient as they want without you knowing about it. And it tends to grow more inefficient and not the other way, because of our large RAM sizes and CPU speeds today.

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juntogawa 2 months ago

This is why Notepad is slower today instead of faster. It's not because of slow hardware or incompetent programmers, it's computer bureaucracy (probably heavily influenced by the organizational bureaucracy at Microsoft).

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juntogawa 2 months ago

So, abstractions probably won't create programmer efficiency either, because abstractions lead to less understanding of the actual program, which leads to computer bureaucracy, which is a much bigger problem to handle than just editing code.

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juntogawa 2 months ago

So... I remove all object-orientation and unnecessary abstractions in my code, and just use functions to prevent too much code reuse. All other structure is in comments so they don't fill up the executable (like objects and functions does, no matter how efficient your language claims to optimize those)

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juntogawa 2 months ago

The point of all this is: Don't create more technology to handle your technology, that will leave no space for art.

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I'm fascinated by the Phong lighting model. Especially when you use it to put way too realistic lighting on non-realistic objects.

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CreatedSep 18, 2023
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comedy 3d gaming games art