
“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
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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.
Gavan Woolery retweeted
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/
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.
Gavan Woolery retweeted
New video:
Supercharging my procedural mountain forest
Two years of landscape progress in one devlog!
youtube.com/watch?v=ACjlgxRp…
#GameDev #IndieDev #ProcGen
Gavan Woolery retweeted
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.
Gavan Woolery retweeted
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
Gavan Woolery retweeted
Tried adding some cracks below this ice, crazy what a difference it makes compared to the flat texture 🧊
Apparently this song is AI-generated? We are so cooked
youtube.com/watch?v=lly6wEK2…
Gavan Woolery retweeted
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:
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.
Gavan Woolery retweeted
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,
Gavan Woolery retweeted
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
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
Gavan Woolery retweeted
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.
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