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  • Oct 14, 2026, 2:56 PM

    Loving this sort of UI prototyping as a part of the game design process.

    Get annoyed by UI element → change mechanics so it can be removed → accidentally solve pile of completely unrelated design problems.

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  • Oct 15, 2026, 9:44 AM

    @jonikorpi yeah it’s nice! I feel like it would look fantastic if it was a bit more elaborate/irregular, more like a cloud or fog than just a blurred rectangle. Not like I’d have any idea how to accomplish that 😅

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  • Oct 15, 2026, 10:40 AM

    @mipstian A dumb idea I have is to use CSS clip-path to irregularise the edge, and then slap a big CSS blur filter on it. I think it would look right but also probably lagspike every time it repainted. :s

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  • Oct 15, 2026, 10:41 AM

    @jonikorpi Probably! But the game seems perfectly capable of rendering pretty clouds, can’t you reuse those?

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  • Oct 15, 2026, 10:44 AM

    @mipstian I would like to! Just not sure how to align them with the UI. I think the only reliable way to tell where an element is in the viewport is to use getBoundingClientRect, which is heavy as hell for some reason?

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  • Oct 15, 2026, 10:55 AM

    @mipstian As in entirely? Nah the “engine” is just a couple of functions and shaders I wrote cobbled together. :D

    As in position it? Kind of, but it would still have to know the dimensions of each element. ResizeObservers can do that, but I’m pretty sure they’re just async getBoundingClientRects in a trenchcoat.

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