Video game designing, engineering and hacking on YouTube and Twitch.

Seattle, WA
Joined September 2011
I'm going live on the Mindcrack Rebirth server! twitch.tv/sethbling
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This took me a few hours. Unseeded run. Died on the next ante because every 8 antes the boss is a "finisher boss", and I needed to specifically face The Serpent to score that high. Super fun. If you haven't played Balatro, give it a try.
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Man, this new @twitch mobile UI is unusably bad. It's showing me only content that is totally unappealing to me, and makes it almost impossible to find content from the streamers I follow.
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They see me rollin', they hatin'
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Why didn't the Angry Birds just rent a car?
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I made Soft Body Tetris in Minecraft, and it's really really hard. Come see! youtu.be/i18WcvidIfw
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Let's call it a "feature"...
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I made a video detailing how I wrote a server-side Fabric mod to import the JBullet physics engine into Minecraft, and then used it to make Angry Birds. [Now with a better audio mix!] youtu.be/UpUY-G1Km3Q
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I didn't realize how bad the audio mix was in today's video. I'm gonna redo it a bit, and post again tomorrow.
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Mark your calendars! 📝 The Summer 2024 Mindcrack Charity UHC benefiting @ExtraLife4Kids is scheduled for: 🗓️Saturday, July 13, 2024 4:00 PM ET. 💰Donate: mindcrack.link/EL 📽️All Perspectives: twitch.tv/team/mindcrack 📺Watch: mindcrack.link/live. #ChangeKidsHealth
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NOT THE BEES!!
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One nice bonus of it being a purely server-side mod: the Replay Mod works flawlessly.
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First level is finished!
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It's starting to feel like a real game!
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I figured out how to clone the physics simulation so that I can look ahead and plot out the trajectory, even finding the first object that the projectile will collide with to highlight it. It's really necessary because of how difficult it is to tell trajectories in 3D.
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So a few weeks ago I fell victim to a phishing attack very similar to the one that took over @LinusTech last year. I was able to deal with it pretty quickly, but it was a wakeup call to improve my digital security. Anyway, I've finally gotten back to working on physics stuff!
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It took me an unexpectedly long time to get block damage working properly. It was hard to get the engine to differentiate between a heavy pile of stones pressing down in contact versus a high energy collision. The trick was to accumulate impulses to make them cancel out.
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Playing around with some ideas...
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Today I managed to write an exporter for Unity scenes so that I can use it as a level editor for my physics mod project. Everything is mirrored for some reason, but it's a good starting place.
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Oh my god this is so satisfying
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