@pikuma@mastodon.gamedev.place
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pikuma

@pikuma@mastodon.gamedev.place

An education platform teaching the fundamentals of #ComputerScience, #RetroProgramming, and #Mathematics.

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pikuma, to Playdate
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Allen Van Sickel just sent us an example of our 3D rasterizer project tweaked to run on the #Playdate handheld.

PS: Gotta love that dither! ❤️

@playdate

3D software renderer on the Playdate handheld

pikuma, to random
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So cool! James Rozee from #redsparkscreations just shared in our student community that he wrote a raycaster using a game toolkit called #DragonRuby.

Raycasting written with DragonRuby

pikuma, to random
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Hey, look at that!

Both Gouraud & Phong shading implemented by @nikefootbag on top of our 3D software rasterizer.

🦈

Gouraud and Phong shading

pikuma, (edited ) to random
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Everything looks good with #DearImGui. ❤️🙂

pikuma,
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@xot Fiiiiine! 😅

pikuma, to random
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Hi everyone,

We are trying something new...

We have created a social ⭐ Community⭐ web app for students to interact.

You can meet others, ask questions, share links of articles, videos, all that nice stuff.

Access the student community:

🔗https://courses.pikuma.com/communities/Q29tbXVuaXR5LTEwMTc0

See you inside! 🙂❤️

pikuma, to random
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Fun game physics can be extremely simple! Observe how the collision resolution of the game "The Incredible Machine" only change the linear velocity of the balls and does change their angular velocity (rotation).

The Incredible Machine DOS game

pikuma,
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Here is a Youtube video explaining the math behind Linear Collision Resolution in 2D Game Physics. 🙂

In our video, we even take into account objects of different masses & different coefficients of elasticity.

Link: https://youtu.be/1L2g4ZqmFLQ?si=9Eo8_eNHSgzs8Xi-

pikuma,
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But don't forget that Youtube is not a "proper" education platform. Ads & surprise-faced thumbnails are there to distract you and make you jump from video to video!

If you want a protected learning environment to learn about game physics, you can find our comprehensive course at pikuma.com:

https://pikuma.com/courses/game-physics-engine-programming

pikuma, to random
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Great news, everyone!

Now you can GIFT a course from pikuma.com. 🎁

This is your chance to surprise all your nerd friends.❤️

eniko, (edited ) to random
@eniko@peoplemaking.games avatar

"Just stop using YouTube instead of waging an ad blocker blocker war and use other services"

Okay. What services? Peertube? A network with an amount of traffic that is a rounding error compared to YouTube's and has no monetization strategy?

Nebula? The video streaming service that is invite only and which sources new talent to invite specifically from YouTube? The service that has set up a model where it is dependent on YouTube and can only really survive if YT is thriving?

Vimeo? The site that has sent creators of popular videos bills of thousands of dollars for "taking up too much bandwidth?"

Which video streaming service is viable for new and unknown video makers building an audience and established ones who do it for a living and everyone in between? You can't answer that question because no such service currently exists

pikuma,
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@coegho @eniko I'm sorry but... have you seen the price of a forest???

pikuma, to random
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Our 2D Game Physics course covers the implementation of collision between different types of shapes:

🔴 circles
🟥 boxes
♦️ convex polygons

View course:
🔗https://pikuma.com/courses/game-physics-engine-programming

box and polygon shape collision detection and resolution

pikuma, to random
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Speaking of #Atari2600 programming, Mauro Casu is one of our students and he just sent me a message with a small Atari VCS game he is coding from scratch. 🙂

It's called "Punch Chess" and you can even play it on your browser: 🔗https://kamaleon70.itch.io/punch-chess

PS: It will be fun trying to run it on the new Atari 2600+.

Punch Chess Atari 2600 game coded from scratch

pikuma, to random
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Three years ago, we released our first course @pikuma teaching how to program 6502 assembly for the #Atari2600. 🙂

It was a shot in the dark, and we went against all recommendations, but year after year we are convinced we made the right choice.

Thank you so much for racing the beam with us! ❤️

Atari 2600 electron beam scanning the screen

pikuma, to random
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Happy birthday, Vim! 🥳🎉🍾

32 years ago, Bram Moolenaar released a vi-clone for the Commodore Amiga that grew to become one of the most popular text editors in the world.

Read about the origins of Vi & Vim in our latest blog post:

🔗 https://pikuma.com/blog/origins-of-vim-text-editor

pikuma, to random
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An isometric view can be encoded as a sequence of linear transformations.

We can think of a transformation that distorts our original grid skewing the original rectangular grid into the desired isometric result.

We wrote about isometric projection in game programming in our school's blog page.

Check it out! 🙂

🔗https://pikuma.com/blog/isometric-projection-in-games

Isometric as a sequence of linear transformations

pikuma, to random
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pikuma, to random
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With a limit of 64 sprites per frame, some NES programmers use background tiles to draw more complex graphics.

Mega Man's Mecha Dragon uses background tiles instead of sprites and relies on "background scrolling" to move it around the screen.

That's also why the screen goes mostly black as we enter this type of boss level!

Mega Man Mecha Dragon

pikuma,
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@iigs Bizarro World!

pikuma, to random
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⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛
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Enroll now:
🔗 https://pikuma.com/courses/learn-assembly-language-programming-atari-2600-games

pikuma, to random
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Me, looking at some people using LaTeX in their Toots and thinking how great it would be if my server instance supported it. 😬

pikuma, to random
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Now with quad subdivisions! 🙂

PS1 quad subdivision

pikuma,
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@mmby We split the big quads into smaller ones to reduce texture affine distortion when there's too much perspective on the polygons. On the other hand, the number of polygons increases.

pikuma, to random
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An emulator with wireframe mode can help us visualize how tessellation is used to subdivide polys that are close to the camera.

This helps with reducing texture affine mapping distortion and also prevents holes in triangles/quads that are not rendered when they are too close to the z-near plane.

Ace Combat PS1 game tessellation

pikuma, to random
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38 years ago, on this date, the was released in North America.

Happy birthday, old friend! 🙂

Join us, and let's learn to code NES games together.

View course:
🔗https://pikuma.com/courses/nes-game-programming-tutorial

I mean... 38 years. It's about time!

NES programming course

pikuma,
@pikuma@mastodon.gamedev.place avatar

@owzim Ah, ok. 👍🙂

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