this post was submitted on 12 Sep 2024
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FreeAssembly

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this is FreeAssembly, a non-toxic design, programming, and art collective. post your share-alike (CC SA, GPL, BSD, or similar) projects here! collaboration is welcome, and mutual education is too.

in brief, this community is the awful.systems answer to Hacker News. read this article for a solid summary of why having a less toxic collaborative community is important from a technical standpoint in addition to a social one.

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Time for some warm-and-fuzzies! What happy memories do you have from your early days of getting into computers/programming, whenever those early days happened to be?

When I was in middle school, I read an article in Discover Magazine about "artificial life" — computer simulations of biological systems. This sent me off on the path of trying to make a simulation of bugs that ran around and ate each other. My tool of choice was PowerBASIC, which was like QBasic except that it could compile to .EXE files. I decided there would be animals that could move, and plants that could also move. To implement a rule like "when the animal is near the plant, it will chase the plant," I needed to compute distances between points given their x- and y-coordinates. I knew the Pythagorean theorem, and I realized that the line between the plant and the animal is the hypotenuse of a right triangle. Tada: I had invented the distance formula!

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[–] [email protected] 5 points 2 months ago (1 children)

You just reminded me I actually did write a bouncy rocket mod for Jedi Knight 2 (which used a modified Quake 3 engine). Bouncy rockets are so much "fun", easy to implement, and obvious to think of that I'm surprised more games haven't had them.

My friend designed a few levels for Jedi Knight 2. One in particular had a hidden room with a button that would trigger a giant wall of death slowly lowering from the ceiling across the entire level K.O-ing everyone else. I was never really good at level design but I thought the process of building 3D worlds in an editor and then pressing a button to bake in the light and shadows was super beautiful.

[–] [email protected] 5 points 2 months ago (1 children)

Bouncy rockets are so much “fun”, easy to implement, and obvious to think of that I’m surprised more games haven’t had them.

that’s why mods were so magical, especially in multiplayer games! Rocket Crowbar was one of my favorites for half-life — it turned the crowbar impact hitscan into a rocket projectile, which usually killed whoever you hit, the players next to them, and (depending on the whims of the goldsrc engine) probably you too. then from that thoroughly goofy premise they just kept going — there was a shotgun that launched exploding scientists, the grenades opened black holes… here’s an old review of the mod on Planet Half-life of all things if you want a very specific type of nostalgia

nothing else has the manic energy of a modder just doing free jazz with a game engine!

I was never really good at level design but I thought the process of building 3D worlds in an editor and then pressing a button to bake in the light and shadows was super beautiful.

the way that old Quake-based BSP engines pre-rendered their lighting and shadows was beautiful! I’m surprised more map makers didn’t play with customized versions of the renderer to get special effects, since I think it was effectively a texture map that shipped with the map file

[–] [email protected] 7 points 2 months ago

I loved making maps for Q3. I made so many of them, some even got rotation on some servers. The simplicity was perfect for someone like me, just brushes and shaders. When UT2K4 came out I decided to try to make maps for that, but everything was intricate 3D models, which i couldn't do, so I gave up and went back to Q3.

I even made some maps for Q1, but I think I spent most of my time trying to make mods. My favorite was an inferno gun from Battletech: Crescent Hawk's Inception, which used the rocket launcher to shoot a fireball that would stick to the target and do big damage in ticks.