I can't seem to escape the cycle of creative binge and then burnout. I live in fear of the burnout phase, but I can't seem to stop myself from obsessively working when I'm not in one. I have ADHD and am strongly suspicious of autism. Anyone out there have advice for me?
Cody Darr retweeted
Woooooooo, our tiny game about real-time GI & procgen and shipping Rust & Vulkan is finally out! 🎉🖖🦀
Tiny Glade is out NOW on Steam (Win & Linux) 💗🎉
Thank you so much for following the development and being so supportive of our little diorama builder.
We hope you have fun, and I can’t wait to see what you make 🤩 If you post your glades, add #TinyGlade so I can find 'em :D
I keep meaning to show you guys how my water simulation shader is actually turning out but I just keep tweaking it instead.
Been experimenting with heightfield-based water surface simulation, dissatisfied with the usual "ripples on a puddle" look that such simulations usually have
A lot of the time I write/modify equations based on vibes. I'll end up with a solution and not know exactly why it works until I prove it to myself later. Is this a self-taught thing, or do formally educated nerds also do it this way?
Here's how my #GodotEngine runtime procedural landscape generation is turning out. There's still a ton to do but I'm pretty sure I'll be able to meet my performance target which is exciting!
I've been trying to figure out why the hell I've always been so terrified of posting, considering it's pretty damn essential to what I do. Fuck that. Doing something you're afraid of will eventually make it less scary, even if you haven't figured out why it scares you.
I've been working on runtime procedural terrain generation for my game as a fresh #godot user. Here are some results of my experiments so far!
The main non-negotiable features were good looking erosion, very long render distances, and generation that can keep up with very fast player movement. Plus I reeeally wanted nice rocky cliffs.
It's still early but things are going really well in meeting those goals!
Doing an impromptu stream in a few minutes playing Dead Space and showing off the ReShade shaders I've been working on! twitch.tv/sonicetherofficial
I've been working on ReShade shaders! I started a motion estimation shader that was originally only meant to be good enough for basic temporal filtering for AO, but now it's good enough to use for full TAA and motion blur!
Some more info: The images were taken with in-game AA, motion blur, and AO turned off, to demonstrate my own work on these effects. Motion estimation took around 3.4 ms at 4k on an RTX 3080 in these images. The motion blur shader itself is still very rough!















