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A walkable ASCII cyberpunk city in one HTML file [video]

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Re: A walkable ASCII cyberpunk city in one HTML file [video]

#52
post #48

Earlier quoted context omitted.

Uh.. that looks freakin' awesome. How?!

aha i've been hacking away at the terminal graphics over ssh for ages for months, the repo is fully open source. the sprites aren't all the same size or as good as they could be but already spent too much $$ on sprites. the sprites are just passed through algorithms that optimize for what text characters at different aspects would make them look good.

I was pretty proud of my Game of Life & Wireworld implementations for the terminal, with half-character resolution o.o; Guess I'll have to up my game and start work on Twin Cobra and Dune ][ clones.. now that I've seen it's possible..

Using sprites is clever :-) then I guess that's how these older games worked too.

Re: A walkable ASCII cyberpunk city in one HTML file [video]

#54
post #53

Says it's in one HTML file... well, where? Why post a video if you could just link to it? I don't see a link to it anywhere, and I'm not watching a youtube video to look at an HTML file.

There is a link in the video description.

You have to pay for the demo...

Re: A walkable ASCII cyberpunk city in one HTML file [video]

#55
post #53

Says it's in one HTML file... well, where? Why post a video if you could just link to it? I don't see a link to it anywhere, and I'm not watching a youtube video to look at an HTML file.

There is a link in the video description. You have to pay for the demo...

Ah yes, let me just whip out my wallet real quick and pay for a demo of an HTML file. I'll _definitely_ be doing that.

Re: A walkable ASCII cyberpunk city in one HTML file [video]

#57
post #52

Earlier quoted context omitted.

aha i've been hacking away at the terminal graphics over ssh for ages for months, the repo is fully open source. the sprites aren't all the same size or as good as they could be but already spent too much $$ on sprites. the sprites are just passed through algorithms that optimize for what text characters at different aspects would make them look good.

I was pretty proud of my Game of Life & Wireworld implementations for the terminal, with half-character resolution o.o; Guess I'll have to up my game and start work on Twin Cobra and Dune ][ clones.. now that I've seen it's possible.. Using sprites is clever :-) then I guess that's how these older games worked too.

would love to see what you build. i am working a ssh mmorpg, about to start working on the lore

Re: A walkable ASCII cyberpunk city in one HTML file [video]

#58

From the video description: “I wanted to build a city that feels alive, but is made entirely from ASCII characters. This is a small custom engine built with JavaScript and Canvas — no Unity, Unreal, 3D models, textures, or shaders. The world is a grid-based city with roads, buildings, trees, cars, and pedestrians. Every frame, the engine raycasts from the camera to work out perspective, depth, collisions, and what sh…

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Re: A walkable ASCII cyberpunk city in one HTML file [video]

#60
post #10

It looks really good in the video uploaded, but when I tried it myself it didn't look the same and was hard to tell what was going on. Not sure what the issue is.

The video showcases his new version. The live version is his old version.

Rhys is the developer of the video version, a person named Miguel wrote the version that was linked with source code. The CONTRACT.md in Miguel's version suggests AI usage, as does commit history (I'm not a zealot about this, but I do note it). I think Rhys's version is more handcrafted, but also much less accessible, being pay-to-play and being delivered in obfuscated WASM.
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