How do I squiddie?
category: general [glöplog]
I think squiddie is a pretty cool guy. Eh been used in every demo evar and doesn’t afraid of anything.
In other words, how does one code a squiddie?
In other words, how does one code a squiddie?
it's all about transforming by a rotation matrix proportionally to the distance away from the center of the "squiddie."
Like, point.transform(rotmatrix * distance(point,origin));
:)
Like, point.transform(rotmatrix * distance(point,origin));
:)
I squaddie in my pool usually.
So - body.wash(water * pool(body,dirty))?
So - body.wash(water * pool(body,dirty))?
Thanks Ferris! I think I get it now. :D
wth is a squiddie?
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This squiddie that you talk of is just another name for our amorphous and octopodinous creator, our God.
This squiddie that you talk of is just another name for our amorphous and octopodinous creator, our God.
hooverphonique: I think it's a small squid, but I'm not sure. But we eat them here, not code them.
It's a shit, after bad sushi.
The demomaker's kickstart kit by Duckers has an example of this effect (source included).
What Ferris said is right. What we did in Shapeshifter is time-based, though; the object has curves for translation/rotation/scaling and the further from the center a point is, the more delay there is in its evaluation of those curves. (E.g. given pos(t) = something, normally you'd move the entire object by pos(t) at time t. Here, only the center would be moved by pos(t), while the edge point might move by pos(t-2.0) or whatever instead.)
I added some approximations to be able to do this without evaluating lots of matrices per point, but gloom set the accuracy so high that I think they may have ended up net negative. :-)
I added some approximations to be able to do this without evaluating lots of matrices per point, but gloom set the accuracy so high that I think they may have ended up net negative. :-)
Sesse: that's the magic of not being a coder - you can abuse the script-language in all sorts of interesting ways :)
...and that's the reason why I don't tend to give gloom synctrack-parameters that affect performance (but also never ever clamp values unless not doing so will lead to crashes) ;)
gloom: In this case it didn't really give a different effect, you just made the frame rate lower. :-)