creating things; coding & painting originally from cary nc

kinda sf, kinda nyc
Joined September 2018
I feel like AI safety researchers should all be reading Jurassic Park right now
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private markets right now
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nice to see my game rise to #2 most played yesterday for #vibejam. if you like Descent and Thief, try the stealth route: shoot out the lights and sneak through rooms to avoid the security bots roguelith.com #threejs
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it was a fun challenge to add Thief-like stealth mechanics to a Descent game for #vibejam you can destroy lights to evade enemies in the dark, so a normal light bake won't work. after a few attempts, i ended up with a bake per light for the level and light probes for player brightness. this also works when doors open and close levels in the game are procedurally generated, so all of this gets set up at the beginning of each level #threejs
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quick look back at my 2025 #vibejam game, inspired by Wave Race 64 :)
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just watching bots patrol from the next room over #vibejam
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working on the multiplayer lobby for Rogue Lith, a Descent-like built for #vibejam
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tip: web games drop frames when new shader variants need to be compiled on the fly. ask your agent to create a shader zoo before your game starts to combat this #vibejam i use this on my descent-like game to keep gameplay smooth even with a lot going on
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oops, well you're *supposed* to be able to fly all the way through vent shafts... #vibejam
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with the right upgrades, you'll be able to see what's coming up on the automap. hoping it all feels very Descent-like. @cursor_ai #vibejam
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What if you mixed Descent with stealth from Metal Gear Solid and had Rogue-like level gen? Attempting this for @levelsio #vibejam
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after about a week of work, i made the first multiplayer map for my #vibejam
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5.5 today: I’ll run the build once more so the answer is not just vibes with a URL wearing a hat.
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croissants have the worst UX of any baked good, because of the crumbs
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