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Alright… time to move on.

Posted by (twitter: @acdimalev)
Saturday, December 10th, 2016 8:42 am

I got to the point where shader-school asked me to manually convert Rodrigues’ rotation formula into a transformation matrix.


While this was a strong refresher on linear algebra, I think it’s past time for me to move on to webgl-workshop.  And in an hour or two… sleep, let it all soak in, and start fresh again tomorrow.

Time to study.

Posted by (twitter: @acdimalev)
Saturday, December 10th, 2016 2:11 am


How do I thing build?

Posted by (twitter: @acdimalev)
Saturday, December 10th, 2016 1:59 am

Eventual (long-term) goal… develop WebGL games in Rust.

Current situation…

  • I have a fair understanding of OpenGL and GLSL.
  • I have some experience with Rust.
  • I have a very minimal understanding of how Emscripten / asmjs & friends work.
  • I have zero experience with WebGL.

Alright… no experience with WebGL… that’s a show-stopper, so maybe my goal over the weekend will be building a minimal game with WebGL.  So first, find resources.  The NPM crowd seem very good about this sort of thing… let’s see what they have.

  • http://stack.gl/
  • https://github.com/stackgl/shader-school
  • https://github.com/stackgl/webgl-workshop

Alright!  It’s cram time!

Do you remember that time…

Posted by (twitter: @acdimalev)
Friday, December 9th, 2016 10:37 pm

when I did that thing with the thing?

No?  Well… it’s been a while.

Here we go again!

The weekend’s coming to a close

Posted by (twitter: @acdimalev)
Sunday, August 18th, 2013 11:23 am

… and I’m surrounded by an air of uncertainty.


Still have some time left today to fool around.  Might also spend a few of my week-day hours to see what I can get done.

Also, looks like I’m working the Sunday evening following Ludum Dare.  That has to be better than working during part of the competition, but I’m not sure how much better.

I’ve had a charley horse and twips problems

Posted by (twitter: @acdimalev)
Sunday, August 18th, 2013 12:30 am

…and there’s only one response to that.


So what the hell’s a twip?  A twip is 1/20th of a point, and thanks to Flash’s premature conversion of display object coordinates to twips, it’s what makes things that are scaled up larger than 20 pixels move around like this.


So how do people normally deal with twips?  Simple, they just don’t scale things up.  Don’t believe me?  Maybe take a look at a couple popular Flash libraries.  Well, I come from a bit of an OpenGL background where a twonit square is the default orientation, and frankly I’ve come to appreciate not really giving a rats ass about what resolution my demos are running at.

If you’re not familiar with a twonit square, it looks something like this.


And it’s perfect for all of those square monitors out there.


But apparently some people don’t have square monitors, so I use a slightly different default orientation.


Oh, right, I was talking about twips.  Came up with a pretty simple work-around for that.  Since twips only affect rendered output, I’ve just thrown in some pre-scaling on both the output and display objects.

and here’s the demoand source

When you open the demo, click the window to give Flash focus, then try some arrow keys!

And if you want to experience some twip problems first-hand, try commenting out all the “prescale” lines in the source.


Back to basics with AS3

Posted by (twitter: @acdimalev)
Friday, August 16th, 2013 6:12 pm

…because sometimes I don’t think in pixels.

AS3 (Flash) vector graphic demo — and it’s source code

I’m starting simple

Posted by (twitter: @acdimalev)
Friday, August 16th, 2013 11:41 am

… it’s time to get my mind out of the workplace.


For me this really is a chance to warm up before the workout.  Time to pull out the old tools and give them all a good stretch.  Starting with some forms of creativity that I don’t find much opportunity to apply at my day job.



Fail… and learn.

Posted by (twitter: @acdimalev)
Sunday, April 28th, 2013 6:19 pm

There’s too much work between what I have right now and even something that could minimally be called a game.  I stopped updating fairly early on once I realized how much I was struggling– had to get rid of distractions.

I won’t finish in time for a Ludum Dare competition entry, but I fully intend to finish up a minimum playable game to submit as a jam entry.

Posted by (twitter: @acdimalev)
Saturday, April 27th, 2013 5:30 pm


I think I finally caught up on sleep.  Completely infatuated with the way that Ludum Dare challenges you to do everything on your own.  It’s no excuses, seriously.  I’m not a graphic artist, but if I absolutely need some visuals to express the ideas in my head, I’m sure as hell going to try!


I have some ideas at this point.

Posted by (twitter: @acdimalev)
Saturday, April 27th, 2013 1:16 am

Time to sleep!

Posted by (twitter: @acdimalev)
Friday, April 26th, 2013 11:55 pm


Ham and turkey sandwich with spicy brown mustard, slices of dill pickles, jalapenos and lettuce, because anything less couldn’t be called a sandwich.



Posted by (twitter: @acdimalev)
Friday, April 26th, 2013 9:01 pm

you know, as opposed to anything you’d fit into a game built in 48 hours.

For Mini LD 37…

Posted by (twitter: @acdimalev)
Thursday, September 27th, 2012 8:01 am

I successfully did not make a game.  I did not, however, manage to make a not-game.

Looking forward to the October challenge!


Posted by (twitter: @acdimalev)
Sunday, August 26th, 2012 5:47 pm

Nothing new since my last post.  My mutation code is buggy beyond use.  Oh well, the game’s playable!



It’s starting to look like a real game.

Posted by (twitter: @acdimalev)
Sunday, August 26th, 2012 9:46 am

There’s a title screen.


And a final score.

Latest in-progress release is here.


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