Yes, the Perlin noise guy among many other things.
Draggable objects
31–40 of 147 posts
Re: Draggable objects
#32Re: Draggable objects
#33Apart from the excellent subject matter, I often pull up this site during UI/UX discussions. Amit clearly has the ability to do really advanced JavaScript visualizations, but he only uses it exactly when necessary. Most of it is a plain document like you might write in Markdown, but when he uses JavaScript, it's illuminating, connected to all the other examples, and clean. Any animation he uses is clearly initiated b…
Re: Draggable objects
#34Re: Draggable objects
#35Off-topic a bit, but I've been curious about a 2D pathfinding problem for a while that this site doesn't seem to tackle despite having lots of articles on the subject. Is there an algorithm out there for finding "enclaves" (i.e. places where you might want to place rewards, spawn the player) within a large 2D terrain grid? Not super precise, but given a 2D boolean array of pathable/unpathable cells, say generated by…
[1] https://old.reddit.com/r/roguelikedev/comments/dc4orn/identi...
[2] https://www.redblobgames.com/pathfinding/distance-to-any/
Re: Draggable objects
#36Apart from the excellent subject matter, I often pull up this site during UI/UX discussions. Amit clearly has the ability to do really advanced JavaScript visualizations, but he only uses it exactly when necessary. Most of it is a plain document like you might write in Markdown, but when he uses JavaScript, it's illuminating, connected to all the other examples, and clean. Any animation he uses is clearly initiated b…
This almost perfectly describes https://ciechanow.ski/ as well. Worth poking through if you haven't seen it before.
Re: Draggable objects
#37Amit was an instrumental part in the development of one of my favorite video games, Realm of the Mad God. It was a masterpiece of the Flash game genre, and its guild feature introduced me to many lifelong friends.
RotMG has a great idea that I wish more games would copy: difficulty scales with elevation. If you want to take it easy, stick to the coasts. If you want a challenge, strike inland towards the mountains (or follow a river upstream). It's a great way of intuitively expressing difficulty ranges across a sprawling world map, and I remember being disappointed the first time that I played Skyrim that it didn't seem to do…
Re: Draggable objects
#38Re: Draggable objects
#39Likewise, Amit is phenomenal and the content (and especially its presentation) is really second to none. The value he places on ensuring links stay working, and that content is accurate and updated — is truly phenomenal and almost inconceivable these days. I’ve also always enjoyed every (virtual) interaction I’ve had with him, however brief — and appreciate that he remembers me and the problems/challenges we faced in…
Re: Draggable objects
#40Thank you everyone! What a surprise to be on HN today. Happy to answer questions!
Definitely one of the best websites I know. Cheers!