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I spent eleven years working on this Line Rider track

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Re: I spent eleven years working on this Line Rider track

#161

Earlier quoted context omitted.

A kisrhombille-ish shape-grammar based l-systemly 2d geometry building system. For pretty pictures or whatever. https://github.com/johnalexandergreene/Geom_Kisrhombille https://github.com/johnalexandergreene/Forsythia/tree/master...

Oooh, a wall of pictures, even better! In all seriousness, Wow , this is really cool. Reading through the readmes was admittedly less interesting :) than firing up the editor, getting confused for about 2 minutes, then going "oh" once I got the relationship between metagons and jigs, and that the kernel was basically a placement system based on a rule engine combined with a solver. Coool. This is admittedly very over…

Also. I just gotta tell you what a metagon is. Because it's cool and simple.

A metagon is the essence of a polygon. It's the definition of a polygon minus information pertaining to location, orientation, scale and chirality (handedness).

Re: I spent eleven years working on this Line Rider track

#162

Earlier quoted context omitted.

Oooh, a wall of pictures, even better! In all seriousness, Wow , this is really cool. Reading through the readmes was admittedly less interesting :) than firing up the editor, getting confused for about 2 minutes, then going "oh" once I got the relationship between metagons and jigs, and that the kernel was basically a placement system based on a rule engine combined with a solver. Coool. This is admittedly very over…

Also. I just gotta tell you what a metagon is. Because it's cool and simple. A metagon is the essence of a polygon. It's the definition of a polygon minus information pertaining to location, orientation, scale and chirality (handedness).

Huh. I may or may not be slightly more curious about geometry than I was before :)

Thanks. I think. (uhoh)

Re: I spent eleven years working on this Line Rider track

#163
post #128
post #112

Earlier quoted context omitted.

I’m curious how you were able to remake the game with the same physics. How was that process?

I started with loading the save files using an existing JS library. And then, with the help from past modders who decompiled the original Flash version, I was able to port the physics into JS. I had a lot of reference save files to verify if I did it properly.

That's incredible, especially given how finicky I imagine porting physics and math from ActionScript to JavaScript to be.
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