Dependent types, refinement types, gradual types, rank-n polymorphism, etc, – we are moving in the right direction| Posts on rasie1's blog
Simultaneous turns are useful for providing balanced parallel turn-based gameplay, but they will also provide you with a lot of design challenges| Posts on rasie1's blog
This fog looks almost like volumetrics but takes almost no time to render| Posts on rasie1's blog
There was some unsolved issues in my old Medium article, dozens of people viewed it every day and tried to use it nevetheless, so I deleted it. Now there are no issues, and it’s possible to link and flawlessly use protobuf without restrictions| Posts on rasie1's blog
rasie1's blog| kvachev.com
Grids are great for tactical gameplay of turn-based games because they allow discrete movement steps. That means that you can bind positioning to other resources such as movement points, action points, food, etc. Grids divide the infinite variety of movement options into a few specific ones, which can be considered separately by the player’s tactical mind. The most popular grid types are hexes and squares. But what about triangles?| kvachev.com