Ince (@Ince_FS) header
Ince (@Ince_FS) profile picture

20 y/o programmer and math enthusiast (making games, i should post more lol)

Argentina
Joined November 2016
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i'm not a big fan of doing this, but it was fun to give it a try. my clankers decompiled then transpiled balatro to roblox (yes, some sprites, most of the shaders were built from scratch, so some of it's glitchy, the shader math is faithful to love2d) #RobloxDev
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i didn't used opus/gpt/gemini for this so took like 4-hs? for these results, just made this for learning purposes, but it turned easier than i thought since love2d is built in lua
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miss the days when wizard approaches were rarer to see on feed, now they got way more common, prob bc ai(? not a bad thing tho, it's good that ppl can learn faster or just enjoy their hobbies with limited free time
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👀 coming soon... now apart of Roblox's 2026 Incubator #ROBLOX #RobloxDev #RBXDev #gamedev
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guess what
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rigid bodies i think (just solving intersections rn no time of impact yet but it've already done that)
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now with my own physics engine i can actually make vehicle dynamics from scratch without any roblox limitation lel (probably gettin' this done in the next months, lets see what i get)
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some free time for today so i continued with my TOI solver idea for angular velocity (roughly solves it, needs some numerical fixes + native code), i'm moving on to my own physics engine because roblox engine doesn't meet my needs xd
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energy constraints (badly doen)
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silly bouncy spheres (yeah everything is anchored there, i'm just updating their transform + minkowski shapecast)
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i'll be open sourcing my old shapecaster this weekend (still better than roblox current shapecast) as i don't find it useful anymore compared to my latest method
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this fun but accurate approach is quite fast <10μs per call, some tricky vector math and native code is behind to make it fast
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the purpose of this is to make a little competition to current roblox shapecaster lol, i mean, it's no that bad, but we could have something better, and it's been a lot of time since they updated the shapecast api
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rehice mi modelo de transmisión y embrague para hacer predicciones no lineales :steamhappy:
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diseñé un control automático del embrague para gente silly como yo, pero funciona, previene que se apague el motor y otros factores, lo siguiente es la transmisión
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también un wip de supercharger
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wip turbocharger
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la noche de ayer estuve pensando de nuevo en la transmisión de autos, entonces llegue a la conclusión de como diseñar una simulación más realista del embrague y tranmisión, en cuanto a la transmisión, lo más relevante fue que mejore el comportamiento de los synchros
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