Vava
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vavassor.bsky.social
Vava
@vavassor.bsky.social
Game developer, VR critter, alleged energy center, cookie medusa, unreliable narrator, evil wish-stealing magician https://orchidseal.com
I think mainly people disliked it because it led to damage spongey enemies and tedium when the scaling didn't favor you.
January 28, 2026 at 12:27 AM
Oblivion scales enemies when you level, including ones in previously tread areas. You level up when you sleep. And spending points poorly can lead to situations where you effectively become weaker by leveling because enemies scaled more than you.
January 28, 2026 at 12:22 AM
ok let me try.
—wait where did it go?
nevermind. All egg has returned
January 7, 2026 at 5:00 AM
that does look pretty though!
November 11, 2025 at 2:44 AM
It's so consistent that I end up in a fight gauntlet/ambush room when I was at 1 health with no silk. Sometimes (not often) there was even a bench nearby. But it wasn't possible to know because most areas don't give you a map until you're done with the area.
November 6, 2025 at 1:21 AM
Kotlin's ternary is
x = if (condition) a else b

Tbh if I was making a language I'd do "then" instead.
x = if condition then a else b
October 29, 2025 at 4:27 AM
More of the series just made it spikier! So I guess "rhombonometric" trig behaves totally different here. Which I should've expected haha
October 21, 2025 at 10:21 PM
Ok! I also tried more terms of each series.
October 21, 2025 at 10:18 PM
Mine are the fourier series expansions of the functions. Normally they'd be an infinite series with infinity written above the sigma Σ. But I used 3 and 5 to be wigglier, worse approximations.

So, to answer your question, I'd expect spiky. BUT if you took the limit to infinity it might be straight?
October 21, 2025 at 10:01 PM
(w2 is sawtooth, t2 is triangle, and p2 is pulse wave. But since t=0.5, p2 is also a square wave)
October 21, 2025 at 1:22 AM
Oh yeah, well how's about I unstraighten oscillators
October 21, 2025 at 1:20 AM
lol, I've been working on water recently and so far I have surface, foam, absorption, and two scattering colors. So I'm like "ok but *which* color"?
September 23, 2025 at 11:45 PM
Ohh, that's it. Blend Off "is default the value" docs.unity3d.com/Manual/SL-Bl...
Unity - Manual: Blend command in ShaderLab reference
docs.unity3d.com
August 21, 2025 at 11:17 PM
Does it do this? min(sourceFactor * sourceValue, destFactor * destValue)

So factors still need to be one? I don't actually know, just guessing
August 21, 2025 at 10:03 PM
Alien who uses their whisker to draw. Alien who dips their claw in ink. And there's like cultural puns based around ink claws
August 21, 2025 at 6:19 AM
Also a bit like imposter technique. That's a billboard sprite that's interpolated between different views. Sometimes normal-mapped. Anyway, doing it with displacement maps looks neat!
August 6, 2025 at 5:18 PM