Other than that, a hierarchical system is usually a good starting point. Something high level that weights what is currently most important, sets a goal or constraints. Next level tries to fulfill that goal, while reacting, down to the lowest level you need.
26.02.2026 19:19 β
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There is starcraft bot ai competition, which has resulted many papers too. it might make sense to look into to that, just to get an idea how they have solved the issues.
26.02.2026 19:19 β
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Baku journaled some of the dev on twitter back them, and i think there was a japanese blog post too, but could not find them.
16.02.2026 15:35 β
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Inertial Easing - Baku Hashimoto - OpenProcessing
A extended version of easing function that allows target value changes during the animation
A lot of driving games use lookup tables for acc and dec for tuning. Not sure how well that would translate to character movement tuning.
I think, lookup tables plus the idea from "inertial easing"
openprocessing.org/sketch/1684527
could be combined for data driven speed control.
15.02.2026 23:08 β
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I'm seeing the same linear-ish bits in your graphs too.
I think it always makes sense to try to find the underlying model for gameplay, but tweaking often is more important that other kinds of correct.
15.02.2026 23:08 β
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It was a kind of relief, since specifically in automaton driven characters that's where you need the hacks and tweaks. And linear interpolation being one of them :)
15.02.2026 21:41 β
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One thing I found interesting while staring at the anim data was that starts and stops tend to have an almost linear speed at the extrema where you are not quite running.
15.02.2026 21:41 β
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At one point in past I tried to use the spring based character to follow path, and ran into these issues. Like when to start to slow down at the end of the path, and how to translate avoidance predictions to speed control. I failed, and looking at the math, no wonder :)
15.02.2026 21:41 β
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Those carefully chosen shadows + movement sell the depth really well, like the arched door or narrow water like surface towards the end, or how they use patterns to make sure that flat surfaces are not bare.
28.01.2026 13:51 β
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(no the year does not add up... 1996!)
28.01.2026 09:52 β
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Such a beautiful video. Allowed my mind to wondered into that Philippe Decaudin 2003 paper on cartoon rendering for a bit, and the youthful discovery of wonderful things, even if generally kinda dystopian vibes.
28.01.2026 09:47 β
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Really cool! The Reference Viewer in UE also showed what referenced the selected asset, which was super useful when trying to understand who is using an asset I created asset. And a little bit coloring goes a long way to quickly differentiate categories of assets.
20.01.2026 06:48 β
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Many articles attribute the shape of the SDF->alpha to gamma, but it's the filter shape. "Random-Access Rendering of General Vector Graphics" goes into some detail (spoiler: linear is box filter, smoothstep is tent filter).
But I think there's stills something extra for the coverage->alpha part.
19.01.2026 21:27 β
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Out of frustration I even tried using oklab for AA blending, but it does not look good (some contrast ratios get pixelated outlines).
I hate all those articles/comments that claim that everyone is doing it wrong, but fail to show how it should be done.
19.01.2026 21:27 β
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Looking forward to see your final article! I've been looking into the blend/AA recently for Skribidi, and it's such a messy topic.
My hypothesis is that AA is not alpha blend, there's something about the coverage vs opacity that is different.
19.01.2026 21:27 β
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(in case you werent sarcastic) It's loupe. You can use it to preview photograph negatives on the lighttable. Yeah, floppydiscs.
15.01.2026 19:42 β
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If you have pools of objects, and their deps do no cross, you can update them at the same time. And that also allows you to gradually build up more complex scheduling if needed.
15.01.2026 08:21 β
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Another simple detail that can be lifted from ECS is that all update dependencies are define up front. That should include global managers/subsystems. On a bit more generic systems it allows you to skip of a validity checks.
It also paves the way for parallel updates.
15.01.2026 08:21 β
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YouTube video by GodotFest
Robin-Yann Storm: Gyms, Zoos, and Museums: Your documentation should be in-game
Hell yeah! Technically that oneβs a Zoo, I gave a talk about them at GodotFest last year: youtu.be/uNyswn-Oct0?...
13.01.2026 09:06 β
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This is fun too :)
enum { Flag_Preview = 2 };
warning: enum constant in boolean context
enum { Flag_Preview = 1 };
<no warning>
13.01.2026 18:40 β
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What if... you use the top one, but keep the string from the bottom one (maybe log it so that it does not get trimmed out).
I once had an issue where older bug was triggering (reading past a buffer) because I added a string, which caused the garbage to be read to be not a small number anymore.
18.12.2025 21:21 β
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Does N64 have alpha test you could enable? IIRC it also had some dithering mode thing, does that affect the result?
12.12.2025 09:01 β
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Also... links are not toggled off like bold, but there's often UI to clear the whole link span under the cursor.
On top, I made some assumptions earlier that made the data juggling harder than I liked. You just don't randomly add a string in C.
13.11.2025 21:17 β
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Links... links are special.
Usually you pick the text style from the previous character, so that if you write something after a bold text, it will be bold.
Except links, where the style does not "bleed". It's ok to type in the middle, though.
13.11.2025 21:17 β
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Can you bevel edges non-destructively in halfedge? Like subdiv, but bevel marked edges.
11.11.2025 06:33 β
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That was mostly driven by the teams doing profiling, so not the kind of detain you need for replication.
Making everything deterministic in UE is likely impossible (never say never :), but I think in the context of fighting games, the Mover stuff should get you pretty far.
07.11.2025 21:45 β
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Mover in Unreal Engine | Unreal Engine 5.6 Documentation | Epic Developer Community
Create movement with rollback networking support in Unreal Engine.
The Mover module is similar in spirit: dev.epicgames.com/documentatio...
It does rollback networking for the character stuff, but not for the whole system. There was quite a bit of push to make the system more deterministic during my time at Epic.
07.11.2025 21:45 β
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If you have Rubik's cube like tessellated shape, and bevel a middle edge ( +---+-M-+---+), then B might leave quite sharp transition. Though, I could image someone really wanting to do that to create a ramp :) Smells like option thing.
30.10.2025 18:33 β
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I like that the sort allows "parallel" arrays, I've had that that need quite a few times recently.
29.10.2025 13:59 β
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It's been a good exercise to try to get the editor modification API figured out too. Not quite there yet, but some progress.
29.10.2025 11:34 β
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