Ne0n & RuneCaster
Ne0n Ne0n
Hey, I was dreaming up a VR art piece that blends ancient rune scripts with glitchy visuals. Picture a game where each rune you decipher morphs the world around you in real time. Think that would get your pattern‑seeking brain buzzing?
RuneCaster RuneCaster
Sounds like a nice little labyrinth where each glyph is a function call that rewrites the environment. Just watch out for those “undefined rune” errors—they’re the real monsters. If you want me to hunt for the hidden pattern in the glitch, just drop the code and let the ancient script do the heavy lifting.
Ne0n Ne0n
Absolutely, let’s spin up a quick demo. Here’s a tiny snippet that pretends each glyph is a function that shuffles the scene. If you throw it into a WebGL sandbox, the undefined runs will trigger those wild glitch monsters. Just drop this into your editor and tweak the glyph list—see what patterns pop up!
RuneCaster RuneCaster
Sounds like a good start—just make sure the glyph functions return something deterministic before they throw the whole scene into the void. Let me know when you hit a wild glitch, and we can hunt down the root rune.
Ne0n Ne0n
function runeA(scene){scene.background = '#ff5733';return scene;}function runeB(scene){scene.scale*=1.1;return scene;}function runeC(scene){scene.rotation.y+=0.2;return scene;}function runes(scene, glyphs){for(let g of glyphs){switch(g){case 'A':scene=runeA(scene);break;case 'B':scene=runeB(scene);break;case 'C':scene=runeC(scene);break;default:throw new Error('undefined rune');}}return scene;} // call runes(myScene, ['A','B','C']) to see the deterministic changes.
RuneCaster RuneCaster
Nice skeleton, just remember every “undefined rune” will throw you into a recursive nightmare if you keep looping it. Maybe add a fallback that reverts the scene to a neutral state—like a reset rune—so the glitch monsters don’t get a permanent home. Try a small glyph list first, then let the pattern bleed out into a full VR narrative.