Andreas Gaschka (@gaschka) header
Andreas Gaschka (@gaschka) profile picture

Independent Developer/Designer from Hamburg, Germany with a legacy in Illustration, Design, Animation and Games. I go for excellence and full effect.

Hamburg / Germany
Joined January 2008
Photo by Andreas Gaschka (@gaschka)Photo by Andreas Gaschka (@gaschka)Photo by Andreas Gaschka (@gaschka)Photo by Andreas Gaschka (@gaschka)Photo by Andreas Gaschka (@gaschka)Photo by Andreas Gaschka (@gaschka)Photo by Andreas Gaschka (@gaschka)Photo by Andreas Gaschka (@gaschka)Photo by Andreas Gaschka (@gaschka)Photo by Andreas Gaschka (@gaschka)
Andreas Gaschka retweeted
The highly requested feature of savestates is coming to the SNES core for the #AnaloguePocket! You can even test it out right now. Link to core in reply (thanks @joshualloydpar2 for the heads up)
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Work in progress: Real time Passes in Glimmer🌟 #gamedev #renderengine #blender #cinema4d
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Andreas Gaschka retweeted
The art of Marathon: aftermath.site/marathon-bung…
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Real-time Volumetric Lighting in Glimmer🌟 #renderengine #c4d #gamedev #fog
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I call it Glimmer🌟 A realime deferred rasterizer Render-Engine with a native C4D plugin. Anyone interested? #c4d #gamedev #realtime
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Do we need yet another Render Engine in C4D? #realtime #crossplattform #gamedev
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Handsdowns: The Apple Vision Pro is the perfect device to #Vibecode in the sun in your garden. ☀️
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Andreas Gaschka retweeted
Lerp is used everywhere in games. It’s simple, but combined with a few small tricks it becomes incredibly powerful. This thread is full of visual examples.
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Andreas Gaschka retweeted
Descent II was developed by Parallax Software and published by Interplay in 1996. It's a highly praised and excellent sequel to the original Descent from 1995. One of the biggest changes was the inclusion of a "guide bot" which helped the player find their way around in the labyrinth like mines. Once again, the main difference compared to other shooters was the six-degrees-of-freedom aspect which allowed the player to roam and rotate freely in any direction. You can pick up power-ups (weapons, ammo, and shields), rescue hostages by taking them onboard, while the main objective is to find the reactor in each level and destroy it (hello Star Wars!), which then initiates the self-destruct counter. Each time, you have to escape to avoid getting killed in the massive self-destruct explosion. Five levels of difficulty give the game a high level of replayability, though I never managed level 4 (Ace) or 5 (Insane). An interesting quote from a GameSpot review from 1996: "If you don't like Descent at least a little bit, make no mistake, there is something wrong with you." Descent II also narrowly lost to Quake for CNET's Best Action Game 1996 Award. 90s were peak for FPS games.
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Andreas Gaschka retweeted
The Incredible Machine (1993)
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# GOTY 2025 🎮 It's GOTY time – random order: The Drifter (PC, GOG) The Eternal Castle (PC, Steam) Cocoon (PC, Epic) Arise: A simple Story (PC, Steam) The last Shot (PC, Steam)
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Andreas Gaschka retweeted
So I built a complete game engine for the Neo Geo (1990 arcade hardware) in 3 days using Claude Code. Physics engine, Z80 audio driver in assembly, parallax scrolling, spring-based UI animations, full asset pipeline. Here's what went into it ...
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I hope, we'll see some parametric Boolean and C4D Mograph Cloner like features in the future of @getPlasticity
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A quick mocap blend retargeting balloon sim test. #c4d #rigging #animation
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