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gavanwoolery
searching PlanetScale…
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61.
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by
gavanwoolery
8y ago
There will be more updates coming soon. My current rate of work is about 1/10th to 1/20th of what it was while I was working on VQ full time, and I took about 1 year off from VQ for other side projects, but I am currently back at
62.
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gavanwoolery
8y ago
No worries, I understand where you are coming from (really). More than once I have found myself in the position where my day job took too much out of me to do anything else (even before I had a kid). It really comes down to finding a job wh
63.
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gavanwoolery
8y ago
Times around rounded to the nearest half hour, and give or take for a given day. Mon-Fri: - 7:00am or 7:30 am: wake up . - 8:30am i've prepared breakfast, packed daughter for school, packed myself for work and working out, daug
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gavanwoolery
8y ago
Its a misleading statement, so calling BS is fair :) I am not juggling babies while programming. By "fulltime" I mean I spend about 40 hours/week in my day job, and about 40 hours per week taking care of my daughter. Breakdo
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gavanwoolery
8y ago
glad you like it. :) As expected, progress is slow these days but you can see my most recent work on my twitter account if you dig through my RTs.
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gavanwoolery
8y ago
Yep I suppose by "fulltime" is open to interpretation here - in this case I mean during the hours my daughter is not at school, I share half the responsibility of my wife in taking care of her. In spite of this, I still feel like
67.
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gavanwoolery
8y ago
I've found caffeine to be sufficient, too scared to try anything "harder" - but I suspect many hustlers do not have wives and children, or if they do they are crappy fathers/husbands - I personally know some people like
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gavanwoolery
8y ago
I often do 6 hours, but not by intention, just because I get in the zone, but then my next day is totalled (have to go to bed early). I shoot for 8 or even 9 hours when I can get it. I also drink coffee in the evening sometimes but try not
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gavanwoolery
8y ago
I do not have time for friends, as one might expect (unless you count my wife and/or her friends as friends, or "twitter friends"). Which is ok by me, since I am pretty antisocial in the real world. :)
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gavanwoolery
8y ago
- I work fulltime - I commute 30 minutes each day during the week - I am a fulltime dad - I exercise 5 times per week - I walk my dog 2x daily - ~10 hours/week on chores/yardwork/construction - I st
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gavanwoolery
8y ago
Thanks, I will take a look :)
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gavanwoolery
8y ago
Agreed, here is one good comparison of color spaces: http://davidjohnstone.net/pages/lch-lab-colour-gradient-pick... Things like CIELAB are also interesting in that they provide more perceptually uniform color spaces,
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gavanwoolery
8y ago
Note on the usage of lookup tables: Color transitions are hard - their example here looks pretty good but in general tweening between two color spaces in a linear manner can produce unwanted "washing out" or dull in-between stat
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gavanwoolery
8y ago
A strong concept and implementation will overcome art limitations. Just look at the success of Rimworld for example, which has sold over 1m copies - or of course Minecraft (150m copies sold).
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gavanwoolery
8y ago
I only used an Amiga twice growing up (did own a C64 though), so I can't speak to the experience much, but I do believe they were amazing machines from what I have heard.
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gavanwoolery
8y ago
The original name was owned by Milton Bradley / Games Workshop, used in a board game of the same name ( https://en.wikipedia.org/wiki/HeroQuest )
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gavanwoolery
8y ago
QfG I (the original) was the first game I ever played on an x86 (and the first game I played on a color monitor). I cannot understate how amazing that experience was, and feel slightly sad that newer generations will not be able to experien
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gavanwoolery
8y ago
In terms of physical beauty, my favorite algorithm is the voronoi diagram. The 2D variant is rather boring, but the 3D version looks great and is capable of representing many natural phenomena from cellular division to material fragmentatio
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gavanwoolery
8y ago
median would definitely be better. As noted, median for 2017 was 2k units sold per game, but I lost the rest of that data. Regardless, average still carries some meaning. :)
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gavanwoolery
8y ago
great point! would be interesting to see the average sales drop-off over time. Typically games have sales spikes during the early release and then later during sales, but it tends to drop off over time. "Classic" or "must p
81.
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gavanwoolery
8y ago
Good question, I dont have the data on me anymore (I extrapolated it from Steamspy, and I don't subscribe to it anymore). To get a (potentially) more accurate picture, I would instead look at all games that sold more than X units. I t
82.
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gavanwoolery
8y ago
Steam Greenlight, Kickstarter, much more interest in indie games via all the success stories (Minecraft, etc).
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gavanwoolery
8y ago
Graph in the blog is number of games released. My data is actual unit sales (approximated), which is important data as well. In other words, if more games were released on steam, but they were still as profitable per game, it would not be a
84.
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gavanwoolery
8y ago
I wrote this controversial tweet on the matter a while back (embedded here for convenience [1], controversial because it uses averages!) Which might make things seem more or less bleak depending on your perspective, but an important note fr
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gavanwoolery
8y ago
I will definitely blog soon, may stream soon as well although it would be more of a coding stream than anything else.
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by
gavanwoolery
8y ago
Still working on it actively, although in the past two years I also dabbled with two other side projects (a node js / web gl / electron side-scroller game and a compiler). Progress is very slow due to real-life constraints but at
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gavanwoolery
8y ago
From the paper: "We use the rasterizer as a potentially-visible set optimization to iterate only over pixels for which rays might intersect a voxel, and then execute a small ray tracer in the pixel shader. That is, we “splat” billboard
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gavanwoolery
8y ago
I recently wanted to pour some slabs for a sidewalk on part of my house. A 16 sqft slab (4' x 4'), to my surprise, ended up taking 750 pounds of concrete/cement and hours of effort to mix by hand. Building concrete walls is
89.
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gavanwoolery
8y ago
I have to optimize my time to waste as little of it as possible and try to create the largest coherent chunks so that I can ramp up on whatever I am working on and get something done. This often means taking care of the stuff I have to with
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gavanwoolery
8y ago
I have a kid, a dog (that needs to be walked 2x per day), a fulltime job, I workout at least 3-5 days per week, and spend most of my weekends doing construction, but I still make slivers of time for my side project. (FWIW) :)
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