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🚀 Smash The Mesh (STM) is a #GodotEngine add-on that lets you break 3D meshes into multiple pieces and apply physics to each fragment! Now in BETA, with caching for quick loading. Open-source and free to download! Get it here: github.com/cloudofoz/godot-s… 🔧 #Godot4 #GameDev
👋 Real-time AI hand tracking in #cplusplus and #raylib using Google #MediaPipe (C API build, no Python).
Double-hand detection · Smoothed landmarks · 20–25 ms CPU response.
Compiling MediaPipe for C/C++ wasn't trivial, but it works!
#handtracking #gamedev
Calling this playful #b3d test "Greasy-Ivy":
Sketching ivy in #CG with the #GreasePencil and growing it procedurally using #GeometryNodes and modifiers.
So, I modeled a tulip in #Blender, imported it into #GodotEngine ... and then things got out of hand 😄
🚀 First release of the #Rust content card feed system for my homepage is live! No more empty pages.
It's animated, responsive, and GPU-powered! 🦀
Check it out: cloudofoz.com
#creativecoding #indieweb
I’ve started building a responsive, WebGL-powered, card-based content feed for my #WebAssembly homepage using #Rust!🧩
It features a masonry-style layout, deferred image loading, simple culling, and smooth scrolling. An interesting learning experience!
#creativecoding #indieweb
As a learning test, I ported part of my 2D Cloth Physics Simulation to the web using #Rust 🦀
🧪 Try the mini demo: cloudofoz.com/verlet-test
Real-time simulation with Verlet integration, touch/mouse interaction, and web delivery.
#gamedev #physics #simulation #verletintegration
Today, after a non-negligible amount of suffering, I unlocked a truth:
If you target WebGL and your RenderTarget has no depth buffer, it will crash. Without mercy.
Had this wild idea: build my personal homepage only with Rust + macroquad, as a learning challenge.
Learned a ton. Fought the borrow checker, dodged mutability. 😅 Made it responsive.
Result? A resource-packed #WASM in ~600 KB.
#rustlang #webassembly #creativecoding #indieweb
Claudio Z. retweeted
I created this space for you to share your non-Studio Ghibli creations and slowly break out of the loop.
Just a bit more fun with 2D cloth simulation using #cplusplus and #raylib!
Took 2D images of t-shirts, contoured them, and applied my tessellation algorithm to turn them into animated cloth.
Raylib keeps being awesome for quick prototyping 👕✨
🚀 2D Cloth Simulation + Dynamic Normal Mapping
In this test, I boosted visual quality by generating a real-time normal map from triangle compression data.
Folds now react more naturally to light! 💡
#raylib #cplusplus #2Dphysics #shader #gamedev #verletintegration #indiedev
Just started experimenting with 2D Cloth Physics Simulation using #raylib and #cplusplus 🧵🪡
By the way, there's a clear, concise article that's an excellent starting point:
pikuma.com/blog/verlet-integ…
#gamedev #physics #simulation #verletintegration
Time to tessellate the 2D cloth! 🧵
I used the triangle area to approximate fold shadows without custom shaders. Simple, but nice effect!
(Also… sorry, I couldn't resist tearing the carpet 😆)
#raylib #cplusplus #gamedev #physics #verletintegration #simulation
Claudio Z. retweeted
humorProgrammingAdvanceThisIs redd.it/1hk0ow6
[Addon] DeformableMesh v0.4
The latest update is here! Introducing the DragDeformer: place it where you want and start dragging.
It’s free and open source—check it out!
👉 github.com/cloudofoz/godot-d…
#GodotEngine #Godot4
[Addon] DeformableMesh v0.3
Hey Godot users, static meshes are a bit boring sometimes, aren't they? You can now bend, twist, taper, and use spherical deformers on your meshes. I have updated the add-on. It's free! github.com/cloudofoz/godot-d…
#GodotEngine
Claudio Z. retweeted
Check out this barrel getting reshaped by external forces with DeformableMesh, @cloudofoz's @godotengine add-on for deforming 3D meshes using customizable deformers at runtime.
Get it here: 80.lv/articles/this-godot-ad…
#godot #godotengine #madewithgodot #procedural







