Daddy needs a new pair of RAM!

edit: the fps are way better in smaller terminal windows with lower character count but then it’s hard to make out the dice. D:

edit2: code here (expires in 2 weeks)

  • AnarchistArtificer@lemmy.world
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    6 hours ago

    One of my favourite things in the entire world is what I call “high effort shitposts”. Running DOOM on absurd devices like pregnancy tests is the archetypical example I use when explaining this.

    Well, congrats, because this is absurd enough that this makes the list too. You are ridiculous and delightful, and I am glad that you exist to create impressive horrors like this.

    • Pudutr0n@lemmy.worldOP
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      6 hours ago

      Thank you so much! I love high effort shitposts too!

      And if you liked that, you’re going to love this: A while ago I also wrote a 3d renderer from scratch inside the picotron, an emulated fantasy console that never existed, to display a 3d model of a pudu.

      I have a few more of these you might appreciate, non 3d related.

  • Aqivex@fedinsfw.app
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    7 hours ago

    @Pudutr0n@lemmy.world - You are certifiably insane. There are a million more effective ways to achieve this, with less resources… I LOVE IT.

  • adhocfungus@midwest.social
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    11 hours ago

    Absolutely insane. Part of me wants to see the source code, but part of me is terrified of how complex it must be. Plus I’ve only been writing bash for 20 years, so it would probably look incomprehensible to me.

      • glizzyguzzler@piefed.blahaj.zone
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        4 hours ago

        Haha there is no shame in shell code, it’s already monstrous to start!

        I’ve written things in shell that would look sooo nice and concise in any other language, but it became a Cthulu-ass demigorgon so quick in shell! Have no fear, fear is the mind killer, the little death!

      • KeenFlame@feddit.nu
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        9 hours ago

        The only way to do it is to do it - me, 2026

        Nah, but seriously, that insecurity is a disease that will actually make you produce embarrassing code. As soon as you feel confidence feedback take off, you will paint the functions brilliant once you de-neuter your inner codebeast. It wants to fuck. Let it.

      • BasedMaquisEddington@lemmy.dbzer0.com
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        12 hours ago

        I hope you change your mind.

        Most people care about features, not the implementation.

        Those who dislike your code are probably going to generally dislike others’ code anyways, so in a sense they don’t even need to see your code to already disapprove of it 🤷‍♀️

        • Pudutr0n@lemmy.worldOP
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          12 hours ago

          Well, you guys are making some p good points. I’ll probably end up sharing it, but’ll give it a clean up, try to fix some bugs and improve my comments before posting it publicly. For now whoever really wants it (including you) can just ask and I’ll dm it, understanding it will be a hard read and still has bugs.

      • promitheas@programming.dev
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        13 hours ago

        My suggestion is do it. Its a cool project, and clearly there is interest from others who could contribute to the project by suggestions, bug fixing, or general collaboration, helping you learn. Just add some kind of disclaimer in the project that its not ready yet, and that youre still learning and it should be fine.

  • farmgineer@nord.pub
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    14 hours ago

    Are you often described as a masochist?

    It looks neat. I can’t imagine wanting to write it in bash, though, heh.

  • MonkderVierte@lemmy.zip
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    14 hours ago

    (hopefully) Constructive critique:

    • it looks like you’re handling the dice in physics as a ball? Takes forever to settle at the end.
    • the throw has a visual glitch.
    • Pudutr0n@lemmy.worldOP
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      14 hours ago

      Thanks! Yeah, there’s definitely A LOT of room for improvement. collisions are handled per vertex, but torque is applied to angular impulse to the dice as a whole (like a ball I guess). The settling is a huge issue, yes. the visual glitches I’ve been trying to get rid of but man… fix one and then another one pops up in a different case. Thanks for your critique. :)

      • Atherel@lemmy.dbzer0.com
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        12 hours ago

        I first read it as “there’s a lot of DOOM for improvement” but as the rest of your comment confirmed this, I’ll keep it that way in my head!

  • oce 🐆@jlai.lu
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    16 hours ago

    I’m curious why it seems the time slows down at the end compared to reality? Because more computation is needed to check if it’s a stable state?

    • Pudutr0n@lemmy.worldOP
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      15 hours ago

      the final resolution stage was a huge headache and as you can see, one I didn’t fully solve. Basically when the dice finally settle, particularly those with more sides, lots and lots of micro collisions happen in close sequence, each one having to apply friction and bounce back. As velocities come close to be rounded to 0, the bounce back effect and force of gravity no longer provide movement, but the final angle of the bottom face may not be fully settled on the floor. So basically if i don’t ignore all these tiny collisions I get the frame rate drop you see and if I do, I can arrive at not fully settled states which can become ambiguous result-wise in, say, the 20-sided die.

      • Cethin@lemmy.zip
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        1 hour ago

        Since you’re rolling on a plane, can’t you simplify the collisions to only check the corners? I think that should be all that’s needed. There shouldn’t be a time where the edges or faces are below the lowest corner on a plane, so they can be skipped I believe.

        • Pudutr0n@lemmy.worldOP
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          6 minutes ago

          i need to check the corner collisions but when the die start settling and an entire edge comes close to the floor, gravity keeps pulling back on several of them making them bounce back just a tiny bit, not reaching the velocity that gets rounded to zero.

          I fixed that on the current version doe!

      • hirihit640@sh.itjust.works
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        15 hours ago

        Can you predict the resolution when it is close enough to settled? Worst case maybe have an algorithm that estimates the probability of each face ending up on top, and if one face is overwhelmingly more probably, choose it. Otherwise let it settle using your physics engine

        • Pudutr0n@lemmy.worldOP
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          15 hours ago

          I can easily check for when motion stops, but checking for when any particular face is both parallel to the floor and at the same level can be computationally expensive, particularly in the dice with more sides. What you’re suggesting is likely a good idea, but I wouldn’t know how to get probabilities without doing what I just mentioned. I’m sure there’s an optimization i can do with this that I can’t think of rn.

          • hirihit640@sh.itjust.works
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            14 hours ago

            maybe just “if velocity < 0.01, find which side is closest to the floor, and if its within 1mm of the floor, take the opposite side (the one facing up) as the answer”

            The only edge case I can think of is if it gets close to balancing on an edge, and then finally tips over to one side or the other. But in that case I don’t think the face closest to the floor would be within 1mm of the floor, so it should still work.

            • Pudutr0n@lemmy.worldOP
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              14 hours ago

              that’s how it’s implemented, mostly, but sometimes dice “stop” while they’re still tilted and standing on a corner (and then roll back down, possibly going back more than 1 face) so there’s also that.

              • hirihit640@sh.itjust.works
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                10 hours ago

                Ok well there’s probably a dozen different ways to tackle this issue but I’ll let you explore them since that’s part of the fun (and I’m lazy lol)

  • Mike Wooskey@lemmy.thewooskeys.com
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    13 hours ago

    I’m viewing this thread in Lemmy and am unable to find any mention of a link to the source code or a demo, and I can’t see the attached media (genetic image icon - is it an animated gif or a video?).

    Based on all the comments, I appear to be in the [significant] minority. Would you mind posting a link to your source or demo or image/video?

    • Pudutr0n@lemmy.worldOP
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      12 hours ago

      I haven’t shared the source code yet because criticism is terrifying and I’m a horrible coder, but with the encouragement of the the community I might give it a shot. I don’t even have a codeberg account yet though.

      The post contains these two video links: https://files.catbox.moe/8rz9m7.mp4 https://files.catbox.moe/5d3n2k.mp4

      If you still can’t see them, maybe you can suggest a different hosting service, one that works for you? Or if you really really want the source code I suppose I could send it by DM on the meantime.

      • oce 🐆@jlai.lu
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        12 hours ago

        There are millions of professional coders who couldn’t do what you did there.

      • vrek@programming.dev
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        12 hours ago

        Just letting you know the original post video didn’t load and gave a 500 error in jerboa but those two links work. Looks impressive but I’m confused on how to read the die. Yes there is a giant banner telling me the value it chose but I’m struggling to figure out how the visuals map to those values, can you give some details on how to read the die?

        • Pudutr0n@lemmy.worldOP
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          12 hours ago

          Yes, the values are rendered on top of each face with “pixel” maps (ascii art) that have the character of the digit they represent as each pixel. These are later manipulated by the perspective projection.

          For example on this d6 you can see the top face has 1s written down (in the shape of a sideways one) and the front one has 4s written down in the shape of a skewed and sideways 4.

          In this specific color scheme there’s not a lot of contrast between the values, but even in the palettes with better contrast, good readability is something I’m kind of giving up on solving well.

          edit: might be clearer here:

          • vrek@programming.dev
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            3 hours ago

            In the second picture (with the d20) I’m guessing the face with “999” is actually a 9 but what is the value of the face with “999#111”…there is no value of 91 on a d20 :)

  • Gsus4@mander.xyz
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    11 hours ago

    3D dice rolling…ok…😐 … in bash …🤨 !?

    PS: I remember seeing something vaguely like this recently…this you?

  • Albbi@piefed.ca
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    14 hours ago

    Looks like a great sl replacement! Gonna need this on every machine.