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Re: How to program action game in a wrapping world? (2D torus)

Posted: Wed Jan 12, 2022 11:32 pm
by ReFreezed
Shaders really are quite amazing. They can do anything. Absolutely anything.

Re: How to program action game in a wrapping world? (2D torus)

Posted: Thu Jan 13, 2022 7:07 am
by kicknbritt
ReFreezed wrote: Wed Jan 12, 2022 11:32 pm Shaders really are quite amazing. They can do anything. Absolutely anything.
This gave me a laugh

Re: How to program action game in a wrapping world? (2D torus)

Posted: Thu Jan 13, 2022 8:36 am
by JimOfLeisure
ReFreezed wrote: Wed Jan 12, 2022 11:32 pm Shaders really are quite amazing. They can do anything. Absolutely anything.
OMG that got painful. He could have probably done it with shaders, though. Making 7 perpendicular red lines with blue and transparent ink is child's play in shaders. And 4-5 extra dimensions.

Re: How to program action game in a wrapping world? (2D torus)

Posted: Thu Jan 13, 2022 1:47 pm
by darkfrei
pgimeno wrote: Wed Jan 12, 2022 10:34 pm I hope darkfrei was being sarcastic, but with Poe's law, you never know :)
I saw Minecraft on shaders: https://www.shadertoy.com/view/4ds3WS

Re: How to program action game in a wrapping world? (2D torus)

Posted: Thu Jan 13, 2022 2:44 pm
by grump
darkfrei wrote: Thu Jan 13, 2022 1:47 pm I saw Minecraft on shaders: https://www.shadertoy.com/view/4ds3WS
Drawing a bunch of cubes with pixelated textures is not even 0.001% of what is required to make a game like Minecraft work.

Likewise, drawing stuff in a way that makes it wrap around one or more axes is often trivial, but you still have to deal with all that other stuff that makes a game a game. You know, the rest of the fucking owl.

Re: How to program action game in a wrapping world? (2D torus)

Posted: Thu Jan 13, 2022 6:00 pm
by pgimeno
Even assuming the game could be made to run on a shader (?), you would still need to implement the wrapping logic in the shader, and then what ReFreezed said applies once again.