smcameron
Joined 12 years ago
Joined 12 years ago
https://www.youtube.com/watch?v=V7e-1bRpweo
https://www.youtube.com/watch?v=PVO8nvb1o2w
The second video is about how the first video was made.
[1] It was "Schooner Irene" from here: http://www.bearospaceindustries.com/boats2.html
Neither of these changes affect the game play, they are both purely aesthetic in their effects, without introducing anything which might be called "art" in a traditional sense, unless you count crudely modeling the behavior of light in shaders and C code as "art", but at that point the distinction between code and art vanishes. I had previously had a "no-ai" policy in my codebase, just as a kind of over-reaction, and kind of, "if I ban it, then I don't have to think about it" response. But these patches... after studying them, there's just no way I wasn't accepting them.
[1] https://github.com/smcameron/space-nerds-in-space [2] https://en.wikipedia.org/wiki/Shadow_mapping [3] https://en.wikipedia.org/wiki/Gravitational_lens
I mean, just use stgit[1] to maintain a stack of patches instead of parallel branches, it's so much better. You can easily wrangle thousands of patches (aka commits) with stgit.
A lot of people, on first encountering stgit, read a bit about it, think "why do I need this? I can do the same thing with just plain ol' git.". Yeah, you can. But not at scale. Not practically. Not with thousands of commits. And it makes the case when you just have a few tens of commits absolutely trivial. Try it for awhile and you'll find it indispensible.