Making fun with meshes

Lasers are cool. And drawing a laser in a straight line is easy enough: just plop down a sprite, maybe repeat it a few times, maybe stretch it.

But what if you want curved lasers? And what if you want a hundred of them updating at 120 frames per second?

When I first tried to answer this question, I could not find any resources on how to do this in a reasonably noob-friendly way. So I learned how meshes work, and here I am writing the resource myself.

Luckily, this problem is a lot harder to work through than it is to solve. …

How game mechanics shift in significance

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(No narrative spoilers.)

Much has been said about the strange mechanic at the heart of Death Stranding — hiking through snowy mountains with a five-hundred pound stack of textbooks half-falling out of your backpack — especially on how fun it is. Some people think it’s not fun; other people say that games don’t have to be fun. I’m not interested in this question. I think there’s something more important to be asked about this mechanic: does the game commit to it?

Normally, games commit hard to their core mechanics, and this question becomes pointless. Some games will add new mechanics partway through the game — for example, The Messenger’s time-travel — and other games will allow less-important mechanics to fade away towards the end — for example, Disgaea 5’s Dark Assembly — but we would expect core mechanics to be core mechanics precisely because they remain important throughout the game. …

Bullet hell patterns can be incredibly complex, but as of today there isn’t really any way to succinctly describe them. …



Software engineer, epic gamer, and Touhou developer. All my writing is licensed under CC BY-SA 4.0 unless stated otherwise.

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