Monday, 24 August 2026

Bad cards

quote [ How a $168,000 Michael Jordan rookie card rocked the $15 billion trading card industry. ]

For desert we eatin' Michael Jordan rookie cards
[SFW] [crime & punishment] [+2]
[by ScoobySnacks]
<-- Entry / Comment History

R1Xhard said @ 9:09pm GMT on 26th August
"How does one realize 3D physics?

Think this REDITTOR summed it well.

Reveal

FROM

"
iemfi
•
4y ago
@embarkgame

Nothing beyond basic algebra IMO. The real skill is knowing how to google and being able to comprehend functions provided by people. Not easy, but also not really taught in any physics or math class.

For example one of the most common examples is the ballistic equation. Given some time and basic knowledge of physics and calculus one could derive them all without any outside help. But noone has time to do that while making a game, an efficient gamedev knows the right terms to google so the first result on stack overflow is the exact version they want (there are many versions depending on which variable you want to solve for). Then they know how to translate the pseudocode into a useable function in their game.
"

Plus years of absorbing information and data, MODDING and tinkering since teenager-hood.


"Did you vibecode this as well?"

20 years ago according to the nepo not racist (usually) but some sort of ism/ist you were not a really DEV/CODER if all you did was trawl forums and other repos and repatch and repurpose functions and such with the glue to stick things together into a new form.

SCRIPT-KIDDIE was the term thrown about.

The initial concept of let's try use qawesd to move the character instead of WASD was "VIBE" coded.

Helps I already have a few different 3D environments test-bedded and the AI used to help me prototype is refined to my communication nuance.

Re-iteration and refinement is still an B***H but.

I mean CIRCA (2006): The origins of WebGL trace back to early 2006 when Vladimir Vukićević at Mozilla first prototyped a 3D context (Canvas3D). Well it has come quite far since I remember being ecstatic at being able to paint in 3D on that CANVAS the chug and slideshow effect has dissipated.

What do you mean? "The ramps don't work though."

They work for me, getting the "gravity" to apply the slow down then movement back down the ramp. Have a early level edittor in DEV to create maps and levels.

There is the standard Gray ramp the green ones are escalator ramps, but the test grounds is a mish-mash as concentrating on getting the wheel-chair physics refined before creating the obstacle course levels.

My other quick test idea was First Person Shooter Wheelie, my thought was what if DOOM guy was not fully invincible. Well a button to swap between move and fire mode. Make sure to apply the park brake when firing the shotgun unless you enjoy the kick back.

Working on the PLATFORMER first.


R1Xhard said @ 9:26pm GMT on 26th August
"How does one realize 3D physics?

Think this REDITTOR summed it well.

Reveal

FROM

"
iemfi
•
4y ago
@embarkgame

Nothing beyond basic algebra IMO. The real skill is knowing how to google and being able to comprehend functions provided by people. Not easy, but also not really taught in any physics or math class.

For example one of the most common examples is the ballistic equation. Given some time and basic knowledge of physics and calculus one could derive them all without any outside help. But noone has time to do that while making a game, an efficient gamedev knows the right terms to google so the first result on stack overflow is the exact version they want (there are many versions depending on which variable you want to solve for). Then they know how to translate the pseudocode into a useable function in their game.
"

Plus years of absorbing information and data, MODDING and tinkering since teenager-hood.


"Did you vibecode this as well?"

20 years ago according to the nepo not racist (usually) but some sort of ism/ist you were not really a real DEV/CODER if all you did was trawl forums and other repos and repatch and repurpose functions and such with the glue to stick things together into a new form.

SCRIPT-KIDDIE was the term thrown about.

The initial concept of let's try use qawesd to move the character instead of WASD was "VIBE" coded.

Helps I already have a few different 3D environments test-bedded and the AI used to help me prototype is refined to my communication nuance.

Re-iteration and refinement is still an B***H but.

I mean CIRCA (2006): The origins of WebGL trace back to early 2006 when Vladimir Vukićević at Mozilla first prototyped a 3D context (Canvas3D). Well it has come quite far since I remember being ecstatic at being able to paint in 3D on that CANVAS the chug and slideshow effect has dissipated.

What do you mean? "The ramps don't work though."

They work for me, getting the "gravity" to apply the slow down then movement back down the ramp. Have a early level edittor in DEV to create maps and levels.

There is the standard Gray ramp the green ones are escalator ramps, but the test grounds is a mish-mash as concentrating on getting the wheel-chair physics refined before creating the obstacle course levels.

My other quick test idea was First Person Shooter Wheelie, my thought was what if DOOM guy was not fully invincible. Well a button to swap between move and fire mode. Make sure to apply the park brake when firing the shotgun unless you enjoy the kick back.

Working on the PLATFORMER first.


R1Xhard said @ 9:56pm GMT on 26th August
EDIT: Paracetamol That should have been a reply to above.

"How does one realize 3D physics?

Think this REDITTOR summed it well.

Reveal

FROM

"
iemfi
•
4y ago
@embarkgame

Nothing beyond basic algebra IMO. The real skill is knowing how to google and being able to comprehend functions provided by people. Not easy, but also not really taught in any physics or math class.

For example one of the most common examples is the ballistic equation. Given some time and basic knowledge of physics and calculus one could derive them all without any outside help. But noone has time to do that while making a game, an efficient gamedev knows the right terms to google so the first result on stack overflow is the exact version they want (there are many versions depending on which variable you want to solve for). Then they know how to translate the pseudocode into a useable function in their game.
"

Plus years of absorbing information and data, MODDING and tinkering since teenager-hood.


"Did you vibecode this as well?"

20 years ago according to the nepo not racist (usually) but some sort of ism/ist you were not really a real DEV/CODER if all you did was trawl forums and other repos and repatch and repurpose functions and such with the glue to stick things together into a new form.

SCRIPT-KIDDIE was the term thrown about.

The initial concept of let's try use qawesd to move the character instead of WASD was "VIBE" coded.

Helps I already have a few different 3D environments test-bedded and the AI used to help me prototype is refined to my communication nuance.

Re-iteration and refinement is still an B***H but.

I mean CIRCA (2006): The origins of WebGL trace back to early 2006 when Vladimir Vukićević at Mozilla first prototyped a 3D context (Canvas3D). Well it has come quite far since I remember being ecstatic at being able to paint in 3D on that CANVAS the chug and slideshow effect has dissipated.

What do you mean? "The ramps don't work though."

They work for me, getting the "gravity" to apply the slow down then movement back down the ramp. Have a early level edittor in DEV to create maps and levels.

There is the standard Gray ramp the green ones are escalator ramps, but the test grounds is a mish-mash as concentrating on getting the wheel-chair physics refined before creating the obstacle course levels.

My other quick test idea was First Person Shooter Wheelie, my thought was what if DOOM guy was not fully invincible. Well a button to swap between move and fire mode. Make sure to apply the park brake when firing the shotgun unless you enjoy the kick back.

Working on the PLATFORMER first.

SIDE-NOTE: EVERSE does refining the visual/audio to refine what I think is the default atmosphere/aesthetic, adding a welcoming ship sequence and refining the STATS logging and placing basic anti-cheat/haxor settings in the game server. DOES IT MAKE IT A GAME? I say ALPHA release was yesturday.



<-- Entry / Current Comment
R1Xhard said @ 9:09pm GMT on 26th August
EDIT: Paracetamol That should have been a reply to above.

"How does one realize 3D physics?

Think this REDITTOR summed it well.

Reveal

FROM

"
iemfi
•
4y ago
@embarkgame

Nothing beyond basic algebra IMO. The real skill is knowing how to google and being able to comprehend functions provided by people. Not easy, but also not really taught in any physics or math class.

For example one of the most common examples is the ballistic equation. Given some time and basic knowledge of physics and calculus one could derive them all without any outside help. But noone has time to do that while making a game, an efficient gamedev knows the right terms to google so the first result on stack overflow is the exact version they want (there are many versions depending on which variable you want to solve for). Then they know how to translate the pseudocode into a useable function in their game.
"

Plus years of absorbing information and data, MODDING and tinkering since teenager-hood.


"Did you vibecode this as well?"

20 years ago according to the nepo not racist (usually) but some sort of ism/ist you were not really a real DEV/CODER if all you did was trawl forums and other repos and repatch and repurpose functions and such with the glue to stick things together into a new form.

SCRIPT-KIDDIE was the term thrown about.

The initial concept of let's try use qawesd to move the character instead of WASD was "VIBE" coded.

Helps I already have a few different 3D environments test-bedded and the AI used to help me prototype is refined to my communication nuance.

Re-iteration and refinement is still an B***H but.

I mean CIRCA (2006): The origins of WebGL trace back to early 2006 when Vladimir Vukićević at Mozilla first prototyped a 3D context (Canvas3D). Well it has come quite far since I remember being ecstatic at being able to paint in 3D on that CANVAS the chug and slideshow effect has dissipated.

What do you mean? "The ramps don't work though."

They work for me, getting the "gravity" to apply the slow down then movement back down the ramp. Have a early level edittor in DEV to create maps and levels.

There is the standard Gray ramp the green ones are escalator ramps, but the test grounds is a mish-mash as concentrating on getting the wheel-chair physics refined before creating the obstacle course levels.

My other quick test idea was First Person Shooter Wheelie, my thought was what if DOOM guy was not fully invincible. Well a button to swap between move and fire mode. Make sure to apply the park brake when firing the shotgun unless you enjoy the kick back.

Working on the PLATFORMER first.

SIDE-NOTE: EVERSE does refining the visual/audio to refine what I think is the default atmosphere/aesthetic, adding a welcoming ship sequence and refining the STATS logging and placing basic anti-cheat/haxor settings in the game server. DOES IT MAKE IT A GAME? I say ALPHA release was yesturday.




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