The Operating System is Built to Serve the User

Using a computer generally means doing one of a few common, repeating goals: listen to music, consume media content, create, connect, or have fun. The operating system is the bridge to accomplishing those goals.

Evaluating how well an operating system performs as this bridge involves a few key points.

  • It offers quick, simple ways to achieve your goals
  • It provides privacy and security in a straightforward way
  • It gets out of your way
  • And, hopefully (though less important), it doesn’t look like trash

When the capabilities of computers were still being explored, there was a clear drive to improve every aspect of the operating system.

Now, simplicity and “not confusing the user” often takes precedence, even if it sacrifices functionality.

As a side effect, computers become less useful for everyone. Instead of encouraging users to rise to the level of what the machine can do, functionality is stripped back and lowered to the simplest possible use case. The result is a system designed for the ideal but non existent lowest common denominator.

Windows

For example, the Windows 10 update was largely marketed as an attempt to polish the UI and create a more cohesive experience. That effort failed, largely due to a lack of clear direction within the company. Updating legacy UI components or fixing outdated Control Panel links to work with the modern Settings app doesn’t generate revenue, so management simply doesn’t care. The end result was a significant loss of user privacy, a slower interface, and fewer options.

With Windows 11, it feels like we’ve regressed even further; reinventing the wheel, repeatedly, and for no gain.

Windows 11 now assumes I need a slow-loading AI Chat to help solve problems that have had reliable solutions for years. Its latest major feature, “Copilot,” is just a rebranded Bing AI chat baked into the OS. Here are the Windows Settings you can modify:

Change Windows settings

In the chat pane try any of these:

  • Turn on dark mode
  • Mute volume
  • Change wallpaper

Perform common tasks

  • Take a screenshot
  • Set a focus timer for 30 minutes
  • Open File Explorer
  • Snap my windows
http://web.archive.org/web/20231103070429/https://support.microsoft.com/en-us/windows/welcome-to-copilot-in-windows-675708af-8c16-4675-afeb-85a5a476ccb0

Why would I need to click, wait for Bing Chat to slowly connect to internet services, and then send off a query just to open File Explorer? “Snap my windows”? Instead of dragging a window to the edge in a fraction of a second, why would I want to ask a slow-loading chat to do it for me? Mute volume? Isn’t there already a hardware shortcut for that? If some sound is blaring and I need to mute it quickly, I’d never waste time going through the chat. I don’t need Microsoft to reinvent the wheel when it comes to changing my wallpaper or launching a troubleshooter that never works. Why can’t I ask it to create a firewall rule to block every program with ‘razer’ in its name? And why is the Control Panel still in Windows 11, two versions after they claimed they were consolidating everything into the new Settings app? It’s pure laziness.

Two years later, they’ve completely removed those ‘features’ from public view, and simply say it supports all the features the web version does. No improvements.

Erosion of User Trust

You may have heard the term “enshittification”, referring to the process by which a company first acquires users by acting in their best interests, then shifting to serve the company’s best interests once users are hooked. This is happening with the entire culture of the internet.

It’s become a pervasive pattern across the digital landscape. Tools are no longer designed to accomplish tasks; instead, they’re built to collect data, spy on users, manipulate behavior for profit, and create addictive experiences. The result is an environment that prioritizes corporate gain over user satisfaction.

The concept of the “user” is often treated as a mythical, incompetent being that needs constant protection. While learning often comes through trial and error (by breaking things), there’s a widespread desire for a perfect, effortless solution that simply doesn’t exist. I recently read that the Signal app refuses to add any options, as outlined in their design philosophy.

Development Ideology

Truths which we believe to be self-evident:

  1. The answer is not more options. If you feel compelled to add a preference that’s exposed to the user, it’s very possible you’ve made a wrong turn somewhere.
  2. The user doesn’t know what a key is. We need to minimize the points at which a user is exposed to this sort of terminology as extremely as possible.
  3. There are no power users. The idea that some users “understand” concepts better than others has proven to be, for the most part, false. If anything, “power users” are more dangerous than the rest, and we should avoid exposing dangerous functionality to them.

This sets an extremely dangerous precedent. Not only does it assume people are incapable of learning, but it also forces everyone using a computer to the same, incompetent level as the “ideal” user – the mythical stupid person. Rather than adding advanced features that could benefit users and push humanity forward, the focus shifts to making sure the app is foolproof.

This attitude has quickly spread across the digital landscape. Take Changelogs, for example. Once meant to document actual changes, they now rarely list anything concrete. These days, most update notes offer vague phrases like “Bug fixes and improvements,” with no real information. This stems partly from a condescending view of users (“they don’t need to know or wouldn’t understand the details”), and partly from the fact that most changes no longer benefit the user. Instead, they quietly push the app in a worse direction, hidden behind empty words.

Trust is a two way street. The less products trust their users, the less users trust the product.

When software is built on the assumption that users are clueless and untrustworthy, it erodes the relationship entirely. Removing options, hiding functionality, and oversimplifying interfaces signal that the product doesn’t respect the user’s intelligence or intent. In turn, users become skeptical of updates, of features, and the motives behind every change. Once that mutual trust breaks down, users stop engaging, stop exploring, and eventually stop caring.

What We Can Do

Put your energy into products that genuinely respect the user. Don’t support this growing trend of junk food tech, designed for easy consumption but empty of real value. Exercise your right to ownership fully and freely. Don’t hesitate to push back against companies that exploit your time, attention, and data without accountability. Scream as loud as you can. Seek out tools that empower rather than pacify. Support software that offers transparency, flexibility, and control, not just convenience. Change won’t come from passivity; it will come from users demanding better, choosing alternatives, and refusing to settle for less.

Alternatives

The most important thing is to stop encouraging massive corporations to make their products even more user-hostile. You can do this by seeking out alternatives and, as the saying goes, voting with your wallet. Here are a few options to start with, and there are always more out there.

CategoryCommon Proprietary ProductAlternativeNotes
Web SearchGoogle SearchDuckDuckGoPrivacy respecting search engine with great similar performance.
BrowserChrome / Edge / SafariFirefoxMaintained by Mozilla; one of the only other browsers not built on Google code. ALL Chromium based browsers are helping Google.
EmailGmail / OutlookProton MailPrivacy respecting email with a desktop app.
Office SuiteMicrosoft 365 / Google WorkspaceLibreOfficeFull office suite, compatible with most file formats.
Cloud StorageGoogle Drive / iCloud / OneDriveNextcloudFile sync, collaboration, and app platform; self-hostable.
CalendarGoogle Calendar / Outlook CalendarNextcloud CalendarPart of the Nextcloud ecosystem.
Maps & NavigationGoogle Maps / Apple MapsOrganic MapsOffline maps, based on OpenStreetMap, privacy-friendly.
Operating SystemWindows / macOSLinuxUbuntu is recommended.
Video ConferencingZoom / Teams / Google MeetJitsi MeetEncrypted, open-source video chat, usable without accounts.
NotesEvernote / Google Keep / OneNoteJoplinMarkdown support, sync, encryption.
MessagingWhatsApp / Messenger / iMessageElement (Matrix)Secure, decentralized communication platform.
Photo ManagementGoogle Photos / iCloud PhotosPhotoPrismSelf-hosted AI photo manager with tagging and search.
TranslationGoogle TranslateApertiumMultilingual machine translation engine.
Tasks / To-DoMicrosoft To Do / Google TasksTasks.orgAndroid app supporting local and CalDAV sync (e.g., with Nextcloud).
SpreadsheetsMicrosoft Excel / Google SheetsEtherCalcReal-time collaborative spreadsheet editor.
DocumentsMicrosoft Word / Google DocsLibreOffice WriterWord processor in the LibreOffice suite.
Forms & SurveysGoogle Forms / TypeformLimeSurveyAdvanced, customizable survey platform.

Some alternatives may require learning more about your computer or adjusting your habits. That’s okay. Change doesn’t need to happen all at once. In fact, trying to cut everything off immediately will lead to frustration and burnout, making it likely you’ll give up and fall back into old patterns.

Start small. Stop paying companies that would hold a gun to your head for the next payment if it was legally allowed. Use an Adblocker (recommended by the FBI). Stop paying Google for YouTube Premium and instead use Invidious Instances and GrayJay. Stop paying for Microsoft 365 and start using LibreOffice for projects that allow it.

But the most meaningful, impactful step you can take? Stop using Windows. If you’ve never tried Ubuntu (or haven’t in years), it’s time to give it a shot. Modern Linux has become surprisingly user-friendly, even for people with no technical background.

It’ll only getting better as more demand a return to simpler times: when the computer served the user.


It helps me if you share this post

Published 2025-05-12 07:00:00

Modern Pooling Principles in Unity C#

When developing software, performance is one of the most important facets, especially if targeting a platform like web/mobile.

Creating and Destroying objects requires a lot of memory and processing power relative to our other game actions, but we can reduce the impact of Instantiation in Unity by simply reusing them.

In Unity, we can do this by Instantiating all of the objects first, then storing references to them.

We will explore this concept in an example open source game I created ‘slashdot’, which also contains shaders from the last two posts.

https://github.com/gen3vra/slashdot

Setup

We will begin creating the class which will actually handle our pooled objects. When working with pooled GameObjects vs simply Instantiating and Destroying them, we want to be careful of a few key concepts. Firstly, we want to disable most properties for reuse later as opposed to destructing them. Rarely you will need to create and destroy components on initialization, but the vast majority of components or the GameObject itself can be disabled and enabled.

public GameObject enemyPrefab;
public Queue<Enemy> PooledEnemies;
public List<Enemy> TrackedActiveEnemies;

Assign an enemy through the inspector. Next we will create our pools.

Creating the Objects

Call the setup function in the Awake of the class to setup the pool.

void SetupPools()
{
    for (int i = 0; i < 100; i++)
    {
        var enemy = Instantiate(enemyPrefab, Vector3.zero, Quaternion.identity);
        PooledEnemies.Add(enemy.GetComponent<Enemy>());
        enemy.SetActive(false);
    }
}

This will Instantiate all of the objects and keep a reference for us.

Using the Objects

Now, when we want to use a GameObject we can simply call our function in our class from our instance to return a GameObject for us to manipulate.

A super simple implementation might look something like the below.

public GameObject GetEnemy()
{
    GameObject enemy = PooledEnemies.Dequeue();
    return enemy;
}

If only using the <Queue> type and planning for one enemy. However, we want to use multiple enemy types. We can make our pooled enemies a list to have more flexibility. An example implementation for this logic would be an EnemyType enum that the GetEnemy function checks, like so.

public List<Enemy> PooledEnemies = new List<Enemy>();
public GameObject GetEnemy(Enemy.EnemyType enemyType)
{
    foreach (var enemy in PooledEnemies)
    {
        if (enemy.CurrentEnemyType == enemyType)
        {
            PooledEnemies.Remove(enemy);
            return enemy.gameObject;
        }
    }
}

Now we can simply use this as we would an instantiated object.

randomEnemyType = Random.Range(0, 3) == 0 ? 1 : 0;
var enemy = GetEnemy((Enemy.EnemyType)randomEnemyType);
enemy.transform.position = new Vector3(Random.Range(0,100), Random.Range(0,100), enemy.transform.position.y, 0f);
enemy.SetActive(true);
var enemyComponent = enemy.GetComponent<Enemy>();
enemyComponent.Init();
TrackedActiveEnemies.Add(enemyComponent);

Returning the Object to the Pool

We can use a function like the one below to return a used object to the pool after we are done with it.

public void RemoveEnemy(Enemy enemy)
{
    enemy.gameObject.SetActive(false);

    TrackedActiveEnemies.Remove(enemy);
    PooledEnemies.Add(enemy);
}

Simply call RemovePooledEnemy() wherever needed.

Manager.Instance.RemoveEnemy(this);

Re-using Objects

Most of the quirks that you’ll encounter from pooling GameObjects like this stem from figuring out how to reset everything nicely. Unity doesn’t run most code on disabled objects; it’s usually preferable to reset things on Init to avoid unexpected behavior.



Source

Itch.io


It helps me if you share this post

Published 2024-02-07 06:00:00

Unity Shaders Intro Part 2: HLSL/CG | Edge Distortion Effects

I recently saw these UI effects in a game called Cult of the Lamb and they were very satisfying to watch. Let’s learn how to create our own types of effects like these.

Prerequisites

  • Unity (I’m using 2022.3.17f)
  • Photo editing software (Aseprite, Photoshop, etc)
  • Seamless perlin noise generator for the noise texture we will need later

Base 2D Shader

Create a basic empty file with the ‘.shader’ extension in your Unity project or Right click > Shader > Standard Surface Shader

Shader "Custom/EdgeShader" 
{
	Properties 
	{
	}
	
	SubShader
	{		
		Pass 
		{
			CGPROGRAM
			ENDCG
		}
	}
}

We want to begin with a base shader to manipulate, so let’s start by displaying a sprite.

Our shader must expose it to the editor in order to set our texture. Add a line under our properties defining a main texture.

_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}

And the variable under SubShader.

sampler2D _MainTex;
float4 _MainTex_ST;

The _ST value will contain the tiling and offset fields for the material texture properties. This information is passed into our shader in the format we specified.

Now define the vertex and fragment functions.

struct vct 
{
	float4 pos : SV_POSITION;
	float2 uv : TEXCOORD0;
};

vct vert_vct (appdata_base v) 
{
	vct o;
	o.pos = UnityObjectToClipPos(v.vertex);
	o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
	return o;
}

fixed4 frag_mult (vct i) : COLOR 
{
	fixed4 col = tex2D(_MainTex, i.uv);
	col.rgb = col.rgb * col.a;
	return col;
}

Simple enough.

…or is it? That doesn’t look like it’s working properly. Let’s fix it.

We can add a Blend under our tags to fix the transparency issue.

Blend SrcAlpha OneMinusSrcAlpha

And we can just add the color property to our shader. At this point, we can display 2D sprites on the screen, yay!

Shader "Custom/EdgeShaderB" 
{
    Properties 
    {
        _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
    }
    
    SubShader
    {		
        Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
        Blend SrcAlpha OneMinusSrcAlpha
        
        Pass 
        {
            CGPROGRAM
            #pragma vertex vert_vct
            #pragma fragment frag_mult 
            #include "UnityCG.cginc"

            sampler2D _MainTex;
            float4 _MainTex_ST;
            
            struct vct 
            {
                float4 vertex : POSITION;
                fixed4 color : COLOR;
                float2 texcoord : TEXCOORD0;
            };

            vct vert_vct(vct v)
            {
                vct o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.color = v.color;
                o.texcoord = v.texcoord;
                return o;
            }

            fixed4 frag_mult (vct i) : COLOR
            {
                fixed4 col = tex2D(_MainTex, i.texcoord) * i.color;
                return col;
            }

            ENDCG
        }
    }
}

Now we can start messing with things.

Edge Distortion Shader

We want to add some movement and distortion to our sprite. Begin with movement.

How can we manipulate our shader pixels? Let’s show an example by modifying our main texture. We’ll simply change the position. To do so, we can do something simple like shifting the texture coordinate down and to the left.

fixed4 frag_mult (vct i) : COLOR
{
	float2 shift = i.texcoord + float2(0.15, 0.25);
	fixed4 col = tex2D(_MainTex, shift) * i.color;

	return col;
}

Okay, now how about some movement?

fixed4 frag_mult (vct i) : COLOR
{
	float2 shift = i.texcoord + float2(cos(_Time.x * 2.0) * 0.2, sin(_Time.x * 2.0) * 0.2);
	fixed4 col = tex2D(_MainTex, shift) * i.color;

	return col;
}

If you examine your sprite at this point, you may notice some odd distortion as it moves.

Set your sprite’s import settings correctly!
Mesh Type: Full Rect
Wrap Mode: Repeat

Once you ensure your sprite has the correct import settings, it’s time to introduce our final 2d sprite we want to manipulate with the shader to achieve our effect.

This image will greatly change the shader appearance, and you should try different gradients and patterns. Here’s my image scaled up:

But I recommend using the smallest resolution that looks good for your project due to memory and performance.

yes it’s that small (12×12)

We also need a seamless noise texture, for the distortion.

Let’s add another variable for it.

_NoiseTex ("Base (RGB) Trans (A)", 2D) = "white" {}

Once we’ve assigned our noise texture, it’s time to start moving it.

fixed4 frag_mult (vct i) : COLOR
{
	float2 shim = i.texcoord + float2(
		tex2D(_NoiseTex, i.vertex.xy/500 - float2(_Time.w/60, 0)).x,
		tex2D(_NoiseTex, i.vertex.xy/500 - float2(0, _Time.w/60)).y
	);
	fixed4 col = tex2D(_MainTex, shim) * i.color;
	return col;
}

Now, add the static sprite to its left in the same color and connect it vertically.

Adjusting the transparency will function as expected, so we could overlay this.

Shader "Custom/EdgeShader" 
{
    Properties 
    {
        _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
        _NoiseTex ("Base (RGB) Trans (A)", 2D) = "white" {}
    }
    
    SubShader
    {		
        Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
        Blend SrcAlpha OneMinusSrcAlpha 
        
        Pass 
        {
            CGPROGRAM
            #pragma vertex vert_vct
            #pragma fragment frag_mult 
            #include "UnityCG.cginc"

            sampler2D _MainTex;
            sampler2D _NoiseTex;
            float4 _MainTex_ST;
            float4 _NoiseTex_ST;
            
            struct vct 
            {
                float4 vertex : POSITION;
                fixed4 color : COLOR;
                float2 texcoord : TEXCOORD0;
            };

            vct vert_vct(vct v)
            {
                vct o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.color = v.color;
                o.texcoord = v.texcoord;
                return o;
            }

            fixed4 frag_mult (vct i) : COLOR
            {
                    float2 shim = i.texcoord + 
                float2(tex2D(_NoiseTex, i.vertex.xy/500 - float2(_Time.w/60, 0)).x,
                tex2D(_NoiseTex, i.vertex.xy/500 - float2(0, _Time.w/60)).y);
                fixed4 col = tex2D(_MainTex, shim) * i.color;
                return col;
            }

            ENDCG
        }
    }
}

Crown Shader

Here’s my quick little crown sprite.

Let’s make it evil.

We can repurpose the wall shader we just created and scale down the distortion as well as smoothing it

fixed4 frag_mult(v2f_vct i) : COLOR
{
    float2 shim = i.texcoord + float2(
        tex2D(_NoiseTex, i.vertex.xy/250 - float2(_Time.w/7.2, 0)).x,
        tex2D(_NoiseTex, i.vertex.xy/250 - float2(0, _Time.w/7.2)).y
    )/ 20;

    fixed4 col = tex2D(_MainTex, col) * i.color;

    return col;
}

Then we can add another pass to handle the normal sprite display.

Shader "Custom/CrownShader" 
{
    Properties 
    {
        _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
        _NoiseTex ("Base (RGB) Trans (A)", 2D) = "white" {}
        _SpriteColor ("Color Tint Mult", Color) = (1,1,1,1)
    }
    
    SubShader
    {
        Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
        Blend SrcAlpha OneMinusSrcAlpha
        
        Pass 
        {
            CGPROGRAM
            #pragma vertex vert_vct
            #pragma fragment frag_mult 
            #pragma fragmentoption ARB_precision_hint_fastest
            #include "UnityCG.cginc"

            sampler2D _MainTex;
            sampler2D _NoiseTex;
            float4 _MainTex_ST;
            float4 _NoiseTex_ST;

            struct vct
            {
                float4 vertex : POSITION;
                float4 color : COLOR;
                float2 texcoord : TEXCOORD0;
            };

            vct vert_vct(vct v)
            {
                vct o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.color = v.color;
                o.texcoord = v.texcoord;
                return o;
            }

            fixed4 frag_mult(vct i) : COLOR
            {
                float2 shim = i.texcoord + float2(
                    tex2D(_NoiseTex, i.vertex.xy/250 - float2(_Time.w/7.2, 0)).x,
                    tex2D(_NoiseTex, i.vertex.xy/250 - float2(0, _Time.w/7.2)).y
                )/ 20;

                shim *= float2(0.97, 0.91);
                shim -= float2(0.01, 0);

                fixed4 col = tex2D(_MainTex, shim) * i.color;
                return col;
            }
            
            ENDCG
        } 
        Pass 
        {
            CGPROGRAM
            #pragma vertex vert_vct
            #pragma fragment frag_mult 
            #pragma fragmentoption ARB_precision_hint_fastest
            #include "UnityCG.cginc"

            sampler2D _MainTex;
            sampler2D _NoiseTex;
            float4 _MainTex_ST;
            float4 _NoiseTex_ST;

            float4 _SpriteColor;

            struct vct 
            {
                float4 vertex : POSITION;
                float4 color : COLOR;
                float2 texcoord : TEXCOORD0;
            };

            vct vert_vct(vct v)
            {
                vct o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.color = v.color;
                o.texcoord = v.texcoord;
                return o;
            }

            fixed4 frag_mult(vct i) : COLOR
            {
                float2 uv = i.texcoord;
                uv -= 0.5;
                uv *= 1.1;
                uv += 0.5;

                fixed4 col = tex2D(_MainTex, uv);
                col.rgb = _SpriteColor.rgb;

                return col;
            }
            
            ENDCG
        } 
    }
}

Source


It helps me if you share this post

Published 2024-01-26 06:00:00

Unity Shaders Intro Part 1: Shader Graph | Creating Player Highlight / Obscuring Area Effect Mask Shader

Shaders can be a useful way to enhance the visual presentation of your project through subtle or otherwise effects. Beyond code, the engine provides a built in visual scripting tool to create shaders from version 2019 onwards.

We will create an effect that allows us to highlight the player and obscure the rest of our stage. With scripting, we can also modify our exposed shader properties to adjust the intensity of the transparency effect, and transition to having no highlight. Examples will be shown later in the post.

Prerequisites

Ensure you have the Shader Graph package installed in your version of Unity. I am using 2022.3.17f for this post.

Creating the Shader

Right click in your Unity Project and do Create > Shader Graph > Blank Shader Graph

Now that we have a Shader Graph file, simply open the editor by double clicking it.

Let’s add some basic shader properties first. Navigate to the Graph Settings and add Built In as a target. We want the ability to control the transparency of our pixels, so also add the Alpha property to our fragment.

In order to properly utilize the Alpha property, we will need to edit the Built In settings Surface Type to Transparent.

Shader Inputs

The first thing to consider is the Player’s world position. Since we want the highlight effect to follow the player, we’ll need some sort of input into the shader.

In the Shader Graph editor, ensure the ‘Blackboard’ option is checked and visible, then click the plus button on the left side of the editor to create an input variable. Make it a Vector3 category. The ‘Name’ is for visual purposes, and the ‘Reference’ field will allow scripts access to the property. Give that some value like “_PlayerPosition” and drag it into the stage.

Since that’s simply a Vector, we need to translate that into something usable for our shader. We need to subtract the input player position from our world position so we can get the individual area to affect.

Right click, and create a Position and Subtract node.

Connect the player position and world position node to the subtract node. At this point your graph should look similar to below.

Next we will need a Length node to translate our position into a distance.

At this point, if we connect the output of our length to our Base Color on our Fragment, we can see a strange divine light.

How can we control the actual effect size?

We need a multiply node and some additional input here to control the highlight amount.

Let’s create a new Multiply node, and a Float input.

Name the Float input something like _EffectStrength, and feed the length output into the new multiply node.

You should have something similar to this, and the shader will go black again. This is simply because we haven’t given it an effect strength yet.

Save this Shader Graph asset and assign it to an object in our scene if you haven’t already.

Notice the warning. This refers to the fact that we aren’t rendering a sprite. This is correct, and can be safely ignored.

Assuming a reference to the sprite renderer component, we can then use the material set property functions to pass along our game values in an Update function or whenever needed.

RevealBG.material.SetVector("_PlayerPosition", position);
RevealBG.material.SetFloat("_EffectStrength", highlightingPlayerAmount);

Set the effect to something visible like 1 for now. We can also set a default through the Shader Graph editor.

All of this grey is pretty boring, so let’s add some color. The ability to edit our colors through scripting is pretty important, so let’s create two new Color variables.

The shader will lerp between these two colors for the highlight effect. We could use only one color considering our goal of mixing the effect with transparency, but the additional color gives more control over the effect appearance.

Create a Lerp node. Connect the output of the previous multiply node to the lerp T input, and the two new colors to the A and B inputs, respectively.

I set BGColor to blue, and PlayerRevealColor to red through the graph inspector to clearly show the shader effect.

If all goes well, you should have a circular gradient in the input colors you’ve specified.

And something like this in your Shader Graph.

That gradient isn’t really the look we want. Instead, we want a tight circular highlight around the player position.

To achieve this, we can add a Step node.

Insert it between the multiply and lerp node at the end, and it will produce a gated circular output.

Adjusting the EffectStrength should make the circle appear larger. Try values from 0 -> 1. Above 1 will make the highlight smaller.

0.5 effect setting
EffectStrength at 0.5
EffectStrength at 0

Now we just need to connect our transparency logic.

Add another Multiply node that we will use for the Alpha property on the Fragment. The input should be our previous multiply node’s output, before the Step node. This allows control over the strength of the highlight fade. I went with 1.5.

You’re pretty much finished!


We can adjust the colors to do screen wave effects like this that could be enhanced with particle effects.

Or as a game over effect where you hide the rest of the stage and highlight the player. I added a purple background sprite behind the player to show the masking effect.

Force fields, lights for dark mazes etc all follow a similar concept.


Source


It helps me if you share this post

Published 2024-01-21 06:00:00

Pure JavaScript Asteroids Clone with Enemy Ships Source Code

There are many acceptable JavaScript game engines out nowadays, but often you can get good performance from writing your own simple engine or renderer depending on your use case. The code for this project will be on my GitHub linked below.

What goes into writing a game engine?

Ideally, we want to handle a few important things.

  1. States, whether that be states of objects (alive, dead, moving, the type of enemy)
  2. Rendering
  3. Spawnable objects (with previously mentioned states)
  4. Input
  5. Save data

We approach this task with an object-oriented mindset instead of a functional programming mindset. Although there are a few global variables such as the overall running game state or the object pool arrays, most of the memory or information we need to remember occurs on a per-object basis.

We will be using a ‘Canvas‘ to draw our simple asteroid graphics. Writing a 3d renderer in JS is a much more complex task, although libraries like threeJS exist to get you started.

To begin with, we want to define a Vector2D class that we can reuse throughout our game. I’m familiar with Unity so I imagine an implementation similar to their engine’s GameObject setup, but any class that can read / write an X and Y will work.

var Vec2D = (function() {
var create = function(x, y) {
        var obj = Object.create(def);
        obj.setXY(x, y);

        return obj;
    };

    var def = {
        _x: 1,
        _y: 0,

        getX: function() {
            return this._x;
        },

        setX: function(value) {
            this._x = value;
        },

        getY: function() {
            return this._y;
        },

        setY: function(value) {
            this._y = value;
        },

        setXY: function(x, y) {
            this._x = x;
            this._y = y;
        },

        getLength: function() {
            return Math.sqrt(this._x * this._x + this._y * this._y);
        },

        setLength: function(length) {
            var angle = this.getAngle();
            this._x = Math.cos(angle) * length;
            this._y = Math.sin(angle) * length;
        },

        getAngle: function() {
            return Math.atan2(this._y, this._x);
        },

        setAngle: function(angle) {
            var length = this.getLength();
            this._x = Math.cos(angle) * length;
            this._y = Math.sin(angle) * length;
        },

        add: function(vector) {
            this._x += vector.getX();
            this._y += vector.getY();
        },

        sub: function(vector) {
            this._x -= vector.getX();
            this._y -= vector.getY();
        },

        mul: function(value) {
            this._x *= value;
            this._y *= value;
        },

        div: function(value) {
            this._x /= value;
            this._y /= value;
        }
    };

    return {
        create: create
    };
}());       

This will allow us to reference positions easier. It’s vital to implement a few capabilities for our renderer. One important need is to be able to draw an object to our canvas at a specified position, and have the capability to clear said canvas, preparing for the next frame the game renders.

To draw a line, we can write JavaScript such as:

var c = document.getElementById("canvas");
var ctx = c.getContext("2d");
ctx.moveTo(0, 0);
ctx.lineTo(200, 100);
ctx.stroke();

And if we wanted to clear our canvas, we can use clearRect:

ctx.clearRect(0, 0, canvas.width, canvas.height);

We can define a render function to handle our different objects.

window.getAnimationFrame =
    window.requestAnimationFrame ||
    window.webkitRequestAnimationFrame ||
    window.mozRequestAnimationFrame ||
    window.oRequestAnimationFrame ||
    window.msRequestAnimationFrame ||
function(callback) {
    window.setTimeout(callback, 16.6);
};
render(){
    context.clearRect(0,0,screenWidth,screenHeight);
    renderShips();
    renderAsteroids();
    renderBullets();
    getAnimationFrame(loop);
}

renderShips(){
    ship.renderSelf();
    for (int i = 0; i < enemies.length; i++)
    enemies.renderSelf();
}
...etc

Then an example render self function:

renderSelf: function() {
    if (this.hasDied)
        return;
    context.save();
    context.translate(this.pos.getX() >> 0, this.pos.getY() >> 0);
    context.rotate(this.angle);
    context.strokeStyle = playerColor;
    context.lineWidth = (Math.random() > 0.9) ? 4 : 2;
    context.beginPath();
    context.moveTo(10, 0);
    context.lineTo(-10, -10);
    context.lineTo(-10, 10);
    context.lineTo(10, 0);
    context.stroke();
    context.closePath();

    context.restore();
}

Which would render our object assuming a class holding some variables with our Vector2 class we described earlier.

var Ship = (function() {
var create = function(x, y, ref) {
    var obj = Object.create(def);
    obj.ref = ref;
    obj.angle = 0;
    obj.pos = Vec2D.create(x, y);
    obj.vel = Vec2D.create(0, 0);
    obj.thrust = Vec2D.create(0, 0);
    obj.invincible = false;
    obj.hasDied = false;
    obj.radius = 8;
    obj.idleDelay = 0;
    obj.isSpectating = false;

    return obj;
};
...etc

We are handling rendering and state management from inside an object now. All that just for a triangle.

player ship

We aren’t done yet. Next we need to handle Input. The goal with creating object classes is reusability and extensibility. We don’t need to spawn multiple instances of an input, so we can handle that globally. Your Input function may look something like this:

window.onkeydown = function(e) {
    switch (e.keyCode) {
        //key A or LEFT
        case 65:
        case 37:
            keyLeft = true;
            break;
            //key W or UP
        case 87:
        case 38:
            keyUp = true;
            break;
            //key D or RIGHT
        case 68:
        case 39:
            keyRight = true;
            break;
            //key S or DOWN
        case 83:
        case 40:
            keyDown = true;
            break;
            //key Space
        case 32:
        case 75:
            keySpace = true;
            break;
            //key Shift
        case 16:
            keyShift = true;
            break;
    }

    e.preventDefault();
};

window.onkeyup = function(e) {
    switch (e.keyCode) {
        //key A or LEFT
        case 65:
        case 37:
            keyLeft = false;
            break;
            //key W or UP
        case 87:
        case 38:
            keyUp = false;
            break;
            //key D or RIGHT
        case 68:
        case 39:
            keyRight = false;
            break;
            //key S or DOWN
        case 83:
        case 40:
            keyDown = false;
            break;
            //key Space
        case 75:
        case 32:
            keySpace = false;
            break;
            //key Shift
        case 16:
            keyShift = false;
            break;
    }

    e.preventDefault();
};

e.preventDefault() will stop users from accidentally hitting keys such as ctrl + L and losing focus from the window, or jumping the page with Space, for instance.

function updateShip() {
    ship.update();

    if (ship.hasDied) return;

    if (keySpace) ship.shoot();
    if (keyLeft && keyShift) ship.angle -= 0.1;
    else if (keyLeft) ship.angle -= 0.05;
    if (keyRight && keyShift) ship.angle += 0.1;
    else if (keyRight) ship.angle += 0.05;

    if (keyUp) {
        ship.thrust.setLength(0.1);
        ship.thrust.setAngle(ship.angle);
    } else {
        ship.vel.mul(0.94);
        ship.thrust.setLength(0);
    }

    if (ship.pos.getX() > screenWidth) ship.pos.setX(0);
    else if (ship.pos.getX() < 0) ship.pos.setX(screenWidth);

    if (ship.pos.getY() > screenHeight) ship.pos.setY(0);
    else if (ship.pos.getY() < 0) ship.pos.setY(screenHeight);
}

...etc

function checkDistanceCollision(obj1, obj2) {
    var vx = obj1.pos.getX() - obj2.pos.getX();
    var vy = obj1.pos.getY() - obj2.pos.getY();
    var vec = Vec2D.create(vx, vy);

    if (vec.getLength() < obj1.radius + obj2.radius) {
        return true;
    }

    return false;
}

...etc

Once we have the ability to render a reusable object to a canvas and read / write a position that can be checked, we use that as a template to create other objects (particles, asteroids, other ships).

hexagon asteroid
enemy ship example

You can make interesting graphics with just basic shapes. We handle collision by assigning either an xWidth and yWidth + xOffset and yOffset, OR a radius. This again would be assigned to the object itself to keep track of.

asteroids game example

Further Techniques

If we can control the rendering manually we can leave an ‘afterimage’ on our canvas before rendering the next frame as opposed to clearing it entirely. To do this, we can manipulate the canvas’ global alpha.

// Get the canvas element and its 2D rendering context
const canvas = document.getElementById('myCanvas');
const ctx = canvas.getContext('2d');
// Set the initial alpha value
let alpha = 0.1; // You can adjust this value to control the fading speed
// Function to create the afterimage effect
function createAfterimage() {
    // Set a semi-transparent color for the shapes
    ctx.fillStyle = `rgba(255, 255, 255, ${alpha})`;
    // Fill a rectangle covering the entire canvas
    ctx.fillRect(0, 0, canvas.width, canvas.height);
    // Decrease alpha for the next frame
    alpha *= 0.9; // You can adjust this multiplier for a different fade rate
    // Request animation frame to update
    requestAnimationFrame(createAfterimage);
}
// Call the function to start creating the afterimage effect
createAfterimage();

And a simple localStorage can be used to save scores.

function checkLocalScores() {
    if (localStorage.getItem("rocks") != null) {
        visualRocks = localStorage.getItem("rocks");
    }
    if (localStorage.getItem("deaths") != null) {
        visualDeaths = localStorage.getItem("deaths");
    }
    if (localStorage.getItem("enemyShips") != null) {
        visualEnemyShips = localStorage.getItem("enemyShips");
    }
    updateVisualStats();
}
function saveLocalScores() {
    localStorage.setItem("rocks", visualRocks);
    localStorage.setItem("deaths", visualDeaths);
    localStorage.setItem("enemyShips", visualEnemyShips);
}

End Result

You can see and play the game here.

Source code is here. ✨


It helps me if you share this post

Published 2023-11-30 23:51:07

AI Music Generation: MusicGen

Researchers have recently released a new paper and subsequent model, “Simple and Controllable Music Generation”, where they highlight it “is comprised of a single-stage transformer LM together with efficient token interleaving patterns, which eliminates the need for cascading several models”. What this essentially means in practice is the music generation can now be completed in less steps, and is getting more efficient as we make progress on various different types of models.

I expect AI to hit every industry in an increasingly rapid pace as more and more research becomes available and progress starts leapfrogging based on other models. MUSICGEN was trained with about 20K hours of unlicensed music, and the results are impressive.

Here are some interesting generations I thought sounded nice. As more models from massively trained datasets hit the public, we will see more community efforts and models as well just like with art.

Medium Model

I used the less performant medium model (1.5B parameters and approx 3.7 GB) to demonstrate how even on relatively poor hardware you could achieve reasonable results. Here is some lofi generated from the medium model.

Large Model

A step up is the 6.5 GB model. This produce slightly better sounding results.

What is that melody?

There is also a ‘Melody’ model that is a refined 1.5B parameter version.

Limitations

There are a few limitations on this model, namely the lack of vocals.

Limitations:

  • The model is not able to generate realistic vocals.
  • The model has been trained with English descriptions and will not perform as well in other languages.
  • The model does not perform equally well for all music styles and cultures.
  • The model sometimes generates end of songs, collapsing to silence.

However, future models and efforts will remedy these points. It’s only a matter of time before a trained vocal model is released with how fast machine learning advancements are accelerating.


It helps me if you share this post

Published 2023-06-10 18:36:40

Starbound 1.4.4 Source Code

Starbound has been one of my favorite games of all time, so I’m happy to say that I have the latest Starbound source code, last commit August 7th, 2019. I will not be explaining how I got these files. It is the actual source, not just a decompilation, and as such includes build scripts, unused stuff, old migration code, comments, a stored test player, etc.

Source Screenshots

The source has minimal comments, and the structure is reasonable. I found the code easy to read and understand, but perhaps that’s because I’ve been modding Starbound for years now and am familiar with its behavior.

Languages Breakdown (GitHub)

StarEnvironmentPainter.cpp

StarEnviroment.cpp preview

StarMixer.cpp (audio related)

StarMixer.cpp source preview

StarTools.cpp

StarTools.cpp source preview

Building

And of course, we can build it. I compiled this version without Steam API or the Discord rich presence API, but those are easily included.

Skip to 1:10 to see the game launch

Funny Developer Comments

Here’s a look at some of the best (in my opinion) developer comments in the source. This is not intended to be a mockery, far from it, I’m ecstatic I can take a peek into the minds of the developers. Enjoy.

// message is fullbody encrypted so the response is trust worthyish
// message is fullbody encrypted so the response is trust worthyish

// Meh, padding is hard-coded here
// Meh, padding is hard-coded here

// TODO: I hate these hardcoded values.  Please smite with fire.
// TODO: I hate these hardcoded values. Please smite with fire.

// TODO: Get rid of this stupid fucking bullshit, this is the ugliest
// fragilest pointlessest horseshit code in the codebase.  It wouldn't
// bother me so bad if it weren't so fucking easy to do right.
// TODO: Get rid of this stupid fucking bullshit, this is the ugliest
// fragilest pointlessest horseshit code in the codebase. It wouldn’t
// bother me so bad if it weren’t so fucking easy to do right.

// This was once simple and elegant and made sense but then I made it
// match the actual platform rendering more closely and now it's a big
// shitty pile of special cases again. RIP.
// This was once simple and elegant and made sense but then I made it
// match the actual platform rendering more closely and now it’s a big
// shitty pile of special cases again. RIP.

Example: Simple Re-implementation of Vapor Trail and Sitting Toolbar Usage

At some point during development, Chucklefish had the idea to add a vapor trail when the player was falling fast. I could’ve sworn I saw a post on their news about it back when the game was in beta, but I can’t find it now. Anyway, we can add a small snippet to restore it, as an example of further engine work Starbound can benefit from.

// Vapor trail
if (m_movementController->velocity()[1] < -50) {
  m_vaporTrailTimer += WorldTimestep;
  if (m_vaporTrailTimer > 1)
      m_humanoid->setVaporTrail(true);
  }else{
  m_vaporTrailTimer = 0;
  m_humanoid->setVaporTrail(false);
}

By adding this snippet, we can see what it was roughly meant to look like.


We can also modify Player restrictions such as

bool Player::canUseTool() const {
  return !isDead() && !isTeleporting() && !m_techController->toolUsageSuppressed() && m_state != State::Lounge;
}

to just

return !isDead() && !isTeleporting() && !m_techController->toolUsageSuppressed();

Allowing us to use our inventory while sitting down

Further Thoughts

Future work on the engine can lead to further modding capabilities and engine optimizations. There are many potential client side performance improvements that could be made without touching any network code. This would maintain compatibility with the vanilla client. The netcode could be updated as well, but this would break compatibility once major changes were made. If both (or more) parties are willing to use a modified client, any theoretical modification could be made. The possibilities are endless.

As of 2024, there now exists a few Starbound open source community projects with the aim of enhancing the base game’s experience. : )


It helps me if you share this post

Published 2023-05-27 04:55:45