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#simulation

9 posts8 participants1 post today

Some performance improvements incoming - focusing on a smooth multi-body space engine has been my focus as I took a few days to just clean up code, APIs and - happily running at 120fps (at 96x speed - where the n-body physics is still relatively stable) - the main bottleneck is now in the WebGL rendering itself!

Gaea is cool and everything, but what about fluvial erosion in #Blender with #GeometryNodes?

The concept rather simple:
- spawn points somewhere
- calculate a movement vector with ( N x (0,0,-1) ) x N, where N is the normal vector, sampled from the mesh surface (its a double cross product)
- update the points in a simulation zone
- accumulate the point proximity in a per-face attribute for the mesh. This requires a high res mesh
- optionally displace the mesh

#programming #simulation (technically, an #objectOriented #simulation of an #ontology )

screwlisp.small-web.org/lispga

Last of my scrappy #gamedev where I spend more attention on introducing pieces of infrastructure for the first time than anything else.

Anyway, the simulation game is seen being both accessed and having commands sent to it from outside; the state-of-the-world is retrieved, and rendered (rendered in the sense of unicode characters being printed.

Tomorrow, more game-y.

#leonardoCalculus #Sandewall #programming #objectOriented #simulation #lisp #commonLisp

I feel like this article is one of those moments that is a monumental achievement for the writer themselves, but precedes adding glitzy picture making (which will eventually come too).

If you remember, I was recapitulating my somewhat failed #lispgamejam #gamedev . This time and in about half a week just now - I got the plant/insect/bird Breitenbergian Vehicle simulation workin'.

screwlisp.small-web.org/lispga