Insert that Numberphile video with Tom Scott being reasonably angry at time zones.
LucasWaffyWaf
I'd have loved it if I could have been there with the Elephant 6 crew in Athens GA during the 90s. The music those folks produced is some of my favorite, and it's totally the music I'm trying to make myself.
On that note, how the stink do THC drinks work then?
Yeah I'm not the best word smith on the best of days, let alone immediately after waking up with 3 hours of sleep lol
I edited my comment with a poor explanation from memory, alongside a great video explaining that I can't watch to double check my comment as I'm at work currently.
Everything from projectiles to monsters pass through walls, can do no damage to one another, and can't interact with stuff like switches. I edited my comment with a poor explanation from memory, alongside a great video explaining that I can't watch to double check my comment as I'm at work currently.
I know more about the Doom engine than I do interpersonal relations. Did you know you can completely destroy collision physics via writing over memory addresses if you shoot a bullet weapon at a stack of corpses?
Edit to explain: Decino has a great video explaining it in detail. Link is above, tho I'm at work and can't watch it to double check. Poorly explained from my memory:
When you fire a hitscan attack (press button, gun shoots a bullet that instantly hits with no travel time), the engine does a number of checks for collision, range, etc. If you have a stack of actors (decorations, monsters, ammo, etc) and you fire a hitscan attack in the direction of the stack, it makes a call to check collision for each individual actor in that stack. The actors don't have to be all on top of each other, it just matters that the hitscan line crosses over those actors.
If you have a stack of 129 or more actors and fire a hitscan weapon, the game will essentially overwrite parts of the memory address. I don't understand a lick of that stuff myself, admittedly, I'm no programmer. If you have something around ~140ish actors in the line of fire of a hitscan attack, the Blockmap system for checking collision effectively gets erased. Projectiles pass through everything, bullets and melee do no damage, players and monsters walk through walls, and you can't interact with things like switches. You can fix it by saving and loading, though if you're recording demos you can't save.
They sneeze!
Was jamming to old demoscene music on the way to work! Anvil's Path to Nowhere is suuuuch a bop, really makes ya feel the power of a 5 GHz pentium.
Shoutout to the five people who remember that old video.
A friend of mine was feeling ill, but didn't go to the hospital because he couldn't afford it. Once the leukemia started advancing though he only lasted a week.
Nothing published just yet! I saw the E6 documentary this summer and it lit a spark in me and my mates. My biggest influence is from the Olivias, and particularly I take more after Will Hart's style (with my best mate being the Bill Doss of our group.) I'm actually gonna try doing some field recordings to try a Green Typewriters-esque musique concrete piece.