“Cool dad”, minivan owner, @voxelquest creator, currently working for @nvidia (thoughts are my own). Instagram: https://xitter.cf/t.co/rUrTM79h3n

Estero, FL
Joined July 2007
I finally have 1 step / texture read per voxel, much harder than anticipated given all of the (literal) edge cases. Not perfect yet but more exact edges and fewer steps required to get there. This is half as many steps used as any previous video, avg ~2 steps per pixel at 1080p.
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The year is 2109. Two centuries after the automobile put horses to pasture, rare metal shortages have ushered in a new era for hooved beasts… 1/
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Let me help you, little miners... Oopsie. #threejs #sandbox
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I had Claude (loosely) port Ken Silverman's voxlap to GPU. It supports something closer to the original voxlap rendering (with coherence per column) [currently slower, but also unoptimized] and independent rays per pixel with Amanatides–Woo DDA. It did this in about 1-2 hours with just a little guidance from me.
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New video: Supercharging my procedural mountain forest Two years of landscape progress in one devlog! youtube.com/watch?v=ACjlgxRp… #GameDev #IndieDev #ProcGen
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Got a first version of the water surface working, including some quick foam that moves with water speed. This is for the water simulation in my relaxing sandbox building game Island Architect.
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Trying a particle-based cloud system, moved by wind velicity, and repelled if too close to another particle (to prevent from degenerating into thin streamlines). Seems to work, but it quickly reaches a steady state. Need to randomize it a bit. #indiedev #gamedev #indiegames
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BTS! How we made our waterfalls, took a lot of trial and error to get the look we were going after. #steam #indiedev #nintendo
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Tried adding some cracks below this ice, crazy what a difference it makes compared to the flat texture 🧊
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Apparently this song is AI-generated? We are so cooked youtube.com/watch?v=lly6wEK2…
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On a NOT Unbound note, here is a spare-time experiment I always wanted to try out: Making physically plausible and interesting worlds *without* using Perlin noise and *without* using regular grids. Here is how it works:
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グーローシェーディングとデプスバッファを実装した #shapolab
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There are plenty of valid critiques in the AI war, but thinking that something "is not going to work" is too confident of a take. "Will Smith eating spaghetti" was almost exactly just 3 years ago.
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Introducing Texel Splatting: Perspective-Stable 3D Pixel Art open source paper+code Most 3D pixel art techniques (e.g. t3ssel8r, ProPixelizer) snap pixels to a screen grid, which only works with an orthographic camera Texel splatting solves this for perspective cameras: first,
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Parallax Mapping (Left) vs Parallax Occlusion Mapping (Right) 👀 Which result do you prefer? Both techniques are explained step by step in The Godot Shaders Bible. Learn more 🔗 jettelly.com/store/the-godot… #GodotEngine #gamedev #indiedev #realtimeVFX
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Here's a look at how the mattress physics look using my debug view. A mattress is essentially a 3x5 grid of rigid bodies connected with joints to flex, and then stacked on another grid kinda like 2 pieces of bread, with springs between them for compression
“30 RigidBodys Well Spent” 😅🤓
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You can now place lights while digging deep into the ground in my game. The plan is to have lights be a resource that must be conserved. Given there are no shadows for these lights right now (much less GI), this is already looking better than I was expecting. [cont]
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Introducing FragCoord: My ultimate shader editing tool!
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シェーダーRayCast(とGNによるマテリアル切り替えの補助)でポリゴンの裏面までの距離情報を得て利用するなんちゃってボリューム。 ポリゴンの裏面が背景を遮ってしまうので、背景を透かす半透明ができないのが惜しいのだよ。 デプスにだけ描き込みをする、というトリック用シェーダーさえあれば…
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