7x9000

Let's give them one last hurrah.

  • She/Her

“In your darkest hour, in the blackest night... think of me... and I will be with you. Always. For where else could I go? Who else could I love but you?”


Once, there was a link here. Now it is a memory. A memory of laughter and hope. A memory of good times. A memory that shall not be forgotten.

Stand tall, my friends. For our journeys shall never end.


If you still want to find me:
https://linktr.ee/7x9000


([ IMPORTANT ])
You do NOT have permission to
use any of my stuff. I am the sole
owner of Zorotek and related
things.



atomicthumbs
@atomicthumbs

I tried an experiment in VR this evening that made me only visible through obstacles by inverting the depth buffer, and only afterwards realized that it also resulted in my avatar's Z-depth becoming inverted, drawing it back to front... but not the parallax depth, so the things in back were blocking the things in front while being further away, depth perception-wise. I didn't realize because I'd only tested it in the Unity editor. not VR. I accidentally inflicted an impossible, incomprehensible shape on everyone

Edit: yes, this made me visible in the entire world except for within direct line of sight


atomicthumbs
@atomicthumbs

i need to figure out either how to invert the model's draw order, or how to make this effect even more unsettling


mynotaurus
@mynotaurus

zhat was YOU
i turned around, saw a glitched insideout deer zhrough a wall, and quickly tried to pretend i never saw anyzhing skfjdksj


You must log in to comment.

in reply to @atomicthumbs's post:

When building a VR game engine I screwed this kinda thing up sometimes and it was always so trippy. Doing it in a public vrchat (or whatever) server sounds wild.

in reply to @atomicthumbs's post:

unclear if this anecdote will help you any, but just in case: in certain old video games, when you'd dual-wield one-handed swords, the offhand model would be "mirrored" to make the guard/etc fit your opposite hand correctly. however, this was done by simply moving the vertices through a mirror plane, which has the additional effect of turning the model "inside-out" because the same triangles pointing to the same vertices are now all running clockwise instead of counter-clockwise. or is it the other way around? but that's what inverts between the real and the mirrored one. and it means that the "inside" and "outside" directions on that triangle are now backwards, so it draws where it would previously have culled, and culls where it would have previously drawn. so your left-hand weapon, you see the inside faces only, like one of those concave sculptures that appears to turn to follow you