• mindbleach@sh.itjust.works
    link
    fedilink
    English
    arrow-up
    4
    arrow-down
    2
    ·
    11 months ago

    “You’re holding it wrong” is a very poor response to “Your imagery might kill people.”

    The idea behind this particular filter is admirable. It even highlights the importance of silhouettes in basically all aspects of game design. But wow is it a bad idea to make it that high-contrast and that high-frequency. Use some sinusoidal waves instead of instant black-to-white transitions. Or hey, make one character grey-and-black, and the other grey-and-white, against a grey-and-scribbles background.

    You want it to be playable via the reflection off a Christmas ornament in the house next door, without killing anyone who’s sitting six inches from the screen.

    • snowe@programming.dev
      link
      fedilink
      English
      arrow-up
      3
      arrow-down
      1
      ·
      11 months ago

      High frequency? The lines don’t move at all. Just the masking of the player above them. There’s literally no frequency rate at which they are changing.

      • mindbleach@sh.itjust.works
        link
        fedilink
        English
        arrow-up
        1
        arrow-down
        1
        ·
        11 months ago

        Image domain, not time domain. A high-frequency signal in time may rapidly go from very high values to very low values. A high-frequency image in space may rapidly go from very bright to very dark.

        You should look up how JPEG uses the Discrete Cosine Transform, because it is unreasonably cool. Nearly all modern lossy compression is based on intense cheating in image frequency domains.