Welcome to the Anokorok

This is my indie game development blog, but 90% of it isn't about indie game development at all.
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slimegirlsmusic:

DEBUT SUPER COOL EP DEMO RELEASED. Listen now at http://slimegirls.bandcamp.com/

(via easynam)

When this clock hits 11:11, you’re gonna see some serious shit.

nazerine:

des-pudels-kern:

digatisdi:

blindedby-yourbeauty:

letmelight-up-the-sky:

pussalia:

uhhno

holy shit it worked :/ 

ahhh!

Damn.

WHY DOES THIS WORK

where x is the number you picked and y is your birth year

50(2x + 5) + 1762 - y = 100x + 2012 - y

you’re picking the last two digits so since you multiplied x by 100 right from the start x is dead and gone and doesn’t matter

in other words, subtract your birth year from the current year and you get your age!! holy SUGARMUFFINS!!!

And because it assumes x isn’t on the interval (0, 1), I’m freaking old. (((7/15) * 2 + 5) * 50 +1761) - 1990 = 203/3 (67.667)

I’ve began optimisations to my HTML5 game engine, pixelJS, today and made a quick example of quadtree collision checking for you to see and download below.

Reducing the time complexity of collision checking from O(n2) to O(n) in HTML5 games is a must. I often see Python indie game developers checking every instance against every instance, for 64 instances that’s 4096 collision checks! However, in JavaScript you can’t get away with doing that (well, at least not on a rickety Pentium 4 like mine). Luckily quadtree implementations aren’t difficult to implement, and on average for 64 instances it only has to do about 75 collision checks.

You can further optimise the quadtrees for static instances like walls and floors. Since they are not moving, the quadtree only needs to be created once.

Your browser doesn’t support HTML5 canvas. Download a fast browser that can!

Download a copy of the source here: quadtree_collision.html.gz (4 KB)

Haven’t painted anything in awhile.