My video game about playing video games on a haunted computer is (very slowly) coming together
it has an actual 3D model of the computer now, and ascii art animation
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My video game about playing video games on a haunted computer is (very slowly) coming together
it has an actual 3D model of the computer now, and ascii art animation

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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What if we were all wrong and Augustus was JURGEN LEITNER? STUPID IDIOT MOTHERFUCKING JURGEIN LEITNER GOD DAMN FOOL BOOK COLLECTING DUST EATING RAT OLD BASTARD SHITHEAD IDIOT AVATAR OF THE WHORE BIGGEST CLOWN IN THE CIRCUS LAUGHED OUT OF TOWN COWBOY MOTHERFUCKING JURGEIN LEITNER
I thought it would be funny to draw the Atari logo with the rainbow stripes from the old Apple logo, and worked backwards from there to make up a fictional brand for the computer in my video game about video games.
Might draw a computer that isn't a shitty photo of an Apple 2e later.
Going to use ascii(ish) art animations in my game. Wrote a little program that converts GIF files to TXT files.
Of course I have to use Rick Astley to test the technology while I'm writing it.
some nonsense I got while debugging shader code:
Pastelcore computer?

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Update to this and this re: the lighting effect for Spooky Computer:
It works! The prototype of my light rendering system works, simulating the CRT projecting light onto the body of the computer.
While it is mathematically impossible to precisely reconstruct the brightnesses of more than N lights from N colour channels, it is nevertheless possible to encode 2^(N-1) lights into N channels such that the brightness of the lights can be approximately reconstructed.
One of the schemes I thought of to make it run faster introduces some problems in the parts that are closest to the light source, which I do not like. I'll try some other ones. But it's good to see that the general idea is sound.
Below left: two textures packing pre-rendered lighting for 32 light sources into 6 channels.
Below right: Random colours on the screen, and a rough simulation of how the light from those random colours would illuminate the computer.
A visual effect I want for Spooky Computer is for the screen to cast a dim, spooky light onto the body of the computer while you play games on it. Ideally the light cast on the machine would flicker as the image on the screen changes, and bounce off the keyboard to indirectly illuminate the disk drives which get no direct light from the screen. But I also kinda want it to run on a potato (AKA my friends' phones) as well as running on PCs, so realtime ray-tracing is out.
But! I can use Blender to pre-render raytraced light into a texture!
And if I make the screen emit the right patterns of light, then the resulting 2 textures should contain enough information for me to mathematically seperate them into 32 individually controllable diffuse lights coming from different parts of the screen.
(The most colourful parts of the textures on the right are parts where the light will change depending on which side of the screen is lit up.)
There'll be another texture for the colours of the computer body, and a very tiny one for the colour and brightness of 32 areas of the screen. The right combination of the 4 textures should produce fairly convincing lighting without giving the GPU a hernia.
Well, honestly not sure how well that will run on a phone. 32 lights requires 35 texture lookups per fragment, which could be a bit much for older phones. Might need a potatophone version that ignores some or all of the colours in the second texture; each one skipped halves the number of lights and almost halves the number of texture lookups.
This whole process should work for both the monochrome display of the B64 desktop computer, and the colour display of the Polybius arcade cabinet. The screen casting full-colour light over the cabinet's joystick & button should be cool.
This'll take a good long while for me to code... I hope it works🤞
ETA: I need to check the maths and rethink, I'm not sure this scheme will actually work with 32 lights
I made a little spinning object demo (link) to test the code to read 3D model data and render it, before I merge it into my game.
The whole demo is less than 200kb, and most of that is the model and textures. The code itself is just a few KB, because I didn't use any JS libraries. You don't need 'em!