The gist is that it recursively creates and calculates the area of squares that compose a circle with radius 1, and totals the area of those squares to get Pi.
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A laboratory dedicated to crafting games and stuff.
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So for my last project in Alternative Interfaces class, I made an Arduino gamepad! It has a compass sensor that detects tilt, three buttons, a rumble motor, and a switch to disable the rumble motor. It currently only works with Processing Serial games, but I'm hoping to get it working as a generic USB gamepad.
I still have no idea if Undertale's combat system uses some sort of collision geometry for collision-detection, or if it uses a per-pixel method. I think the game is perfect for a per-pixel method. From an efficiency standpoint, checking the 186 pixels behind that adorable little heart should be faster than comparing its position and size to a bajillion fireballs. From a development standpoint, there wouldn't have to be any fiddling with bounding boxes or radii. From a game-play standpoint, false positives are icky, and per-pixel collision has none of that nonsense.
So Undertale and per-pixel collision are perfect for each other. I've never developed a per-pixel collision system before, I'm on an HTML Canvas binge, I love Undertale and have been fantasizing about making my own Undertale fights, so I decided to get experimenting over this week's vacation.