data, charts, ai, apps, game dev, tesla, tech https://xitter.cf/t.co/snw90zIsET - mmo https://xitter.cf/t.co/QGIi61PNu8 - data, charts https://xitter.cf/t.co/0fUnmkag4S - game dev, gaming, tech

Joined January 2026
Normal people: What's the point of watching a game play itself? Idle/Incremental gamers:
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Who did 2.5D better, Octopath or Dragon Quest Remake?
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1-bit space games may need more attention.
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Biskey with a great level headed take on AI in the industry. Check it out ⬇⬇⬇
Did AI ruin Steam Next Fest? Not really... but sort of? I break down how AI is reducing barriers to entry - but storefronts aren't doing a good enough job with curation. This was an issue before AI and is now made worse with it. youtu.be/yC0QLjg12TA?si=WRpW… via @YouTube
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updated my noise cheat sheet I might put up an interactive version where you can layer and adjust to see different outcomes use at your own risk!
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Gif doesn't play nice on X... Here is the image.
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here is some info on dither smoke, the way I'm doing it in one of my projects along with some options top left: bayer 4×4 (what the game uses) top right: bayer 2×2 bottom left: blue noise bottom right: 1-bit ↓
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the fade is a smooth step and then a discard all within the shader
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all 4 versions bayer 4×4: 16 levels, a tidy grid bayer 2×2: 4 levels, chunkier blue noise: a 64×64 texture, no grid 1-bit: with an ink style
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testing around with dithering some more it's crazy how much definition you can pull out of two colors. using blue noise dither here
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I found dithering in a neat tutorial on pixel art smoke and fell down a rabbit hole learning about it. floyd-steinberg probably shouldn't be animated because it flips too often compared to others. I'm halfway decided my next small game will be in this 1-bit style to see how far I can push it.
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you have to name him the last thing you ate
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I was having trouble wrapping my head around why los checks couldn't outperform pathfinding... I stumbled on visibility graph which is another technique. It has it's downsides (no cost on ground) but it was faster which is interesting. I started thinking, why not use los checks as nodes instead of a grid. Afterwards I thought - well why not use greedy directly but with LOS instead of tile by tile checks. Surprising results.
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As I look into path finding more - it's interesting to see how finding the path and reaching the end point can rank different. Greedy will find it first in this example, A* will complete it first because of its accuracy. Maybe all you need is a bool on if its possible? In that case you would prefer greedy.
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new Endless Hunter trailer made a few tweaks on my marketing journey! -Opens with combat, which represents the game better -Cut the scenes in line with the music, which feels much better -Picked scenes that represent gameplay over visual features going with this version for launch unless you guys hit me with some feedback
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I am going to cover some pathfinding info including how I implemented in my games over the next couple of weeks I think pathfinding is a well covered topic but chaining complex pathfinding solutions together was a barrier for me! below is bfs, dijkstra, greedy and a*
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If you are new to procedural generation within game dev, here is a great starting point on how to leverage noise!
Readers added context they thought people might want to know
The chart is AI-generated and contains multiple mislabeled/inaccurate depictions of noise functions (e.g. base Perlin/Simplex visuals show layered patterns; Billow/Hybrid are variants or nonstandard). en.wikipedia.org/wiki/Perlin_no… en.wikipedia.org/wiki/Simplex_n… en.wikipedia.org/wiki/Worley_no… mini.gmshaders.com/p/gm-shaders-m… x.com/slashskill_/st… (author reply)
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I know an AI generated info graphic was noisy (yes, this is a pun) - so I wanted to do better! check out this post with more accurate information, it's much better to learn from and has gifs everyone loves gifs xitter.cf/slashskill_/status/211…
after my last post about noise was such a hit, I decided to give noise the detail it deserved this is a much better post to learn from! below you will see a summary of noise in game dev, 11 types and 2 ways to animate them 🧵 over time I learned noise is one of the coolest things in game dev and its a gateway to shaders which deserve their own post examples: island map: fbm, ridged, blue noise lava planet: 3d simplex, domain warp, ridged nebula: domain warp, ridged, white noise mountains and clouds: ridged, fbm, billow
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after my last post about noise was such a hit, I decided to give noise the detail it deserved this is a much better post to learn from! below you will see a summary of noise in game dev, 11 types and 2 ways to animate them 🧵 over time I learned noise is one of the coolest things in game dev and its a gateway to shaders which deserve their own post examples: island map: fbm, ridged, blue noise lava planet: 3d simplex, domain warp, ridged nebula: domain warp, ridged, white noise mountains and clouds: ridged, fbm, billow
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noise over time is great for fire, clouds and water n = noise x, y, R·cos 2πt, R·sin 2πt t goes 0 to 1, a circle through 4d noise so the loop is seamless
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more combos dungeon floor: worley, fbm, white noise, blue noise pond: simplex, worley, blue noise, fbm caves: fbm, worley, ridged storm: domain warp, billow, white noise, fbm
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