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Project Zero (✿╹◡╹)

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@0xprojectzero

Fully onchain browser game by the @hyperloot_ team
onchain Joined October 2024
91 Following 537 Followers 196 Posts

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Project Zero (✿╹◡╹) Verified account @0xprojectzero
yeah building a game is so easy you just have to implement frustum culling, vertex and fragment shaders, raycast picking, texture atlases, onchain event indexing, noise driven dissolve masks, gpu instancing, ramp geometry, seeded voronoi biome partitioning, camera deadzones, multiscale separable gaussian blur, gas optimization, debris pooling, procedural terrain generation, screen space refraction, a* pathfinding, leaf card billboarding, undo and redo stacks, state reconciliation, cliff mesh generation, bezier keyframe interpolation, chunk streaming, jittered grid sampling, swept collision checks, bayer matrix dithering, terrain autotiling, session keys, gpu foliage deformation, deterministic simulation, gpu depth buffer blitting, acceleration and braking, selective hdr bloom, wall connectivity, incremental terrain chunk remeshing, draw call batching, replay serialization, soft particle depth fading, bridge deck collision, transaction batching, linear light compositing, occlusion culling, movement substepping, masked vertex displacement, npc proximity avoidance, procedural masonry, coordinate hashed transition widths, client prediction, particle systems, multilevel navigation, shadow pass vertex deformation, fracture meshes, camera lookahead, directional ramp lighting, delta time integration, world state migrations, hierarchical pathfinding, custom gltf vertex attributes, dynamic obstacle updates, screen space lod, inverse kinematics...

and then woola! u got a game

(ノ-_-)ノ ミ ┴┴ #gamedev
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