Zoomacroom Meadow
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badpantssituation.bsky.social
Zoomacroom Meadow
@badpantssituation.bsky.social
Video game designer / developer
Making Hematic, a roguelite arpg drawn (almost) entirely in ASCII characters
They / them
Pinned
Making a video game is complicated
February 3, 2026 at 1:25 AM
Voxel 4D Quaternion Julia Fractal with raymarched lighting
#programming #math #solodev #indiedev #graphics #coding #fractal
February 2, 2026 at 6:45 PM
February 2, 2026 at 6:33 PM
Voxel planet with a slice missing
#gamedev #indiedev #solodev #programming
January 27, 2026 at 8:02 PM
The Coastline Paradox - Deep Zoom Terrain Generator
#indiedev #gamedev #solodev #programming #coding #procgen
I wanted to make a terrain you can zoom into like a fractal...
January 17, 2026 at 9:16 PM
CA has so many applications!
January 17, 2026 at 2:38 PM
I really enjoy explaining to people just how fucking weird my rendering pipeline is and having them go "You're insane"
January 17, 2026 at 2:37 PM
January 17, 2026 at 7:06 AM
I have had so many ideas like that that fall through. Keep experimenting and being weird. My most recent one was 3D cellular automata - it was just voxel noise. But it turned into the system that renders strange attractors!
bsky.app/profile/badp...
January 17, 2026 at 4:24 AM
🫡
January 17, 2026 at 4:22 AM
First I'm busy experimenting with 4D fractals, watch this space lol
January 17, 2026 at 4:09 AM
Good idea! I'll have to steal it.
January 17, 2026 at 4:09 AM
I renders it out as a flat plane by raycasting into the smoke and determining the density of smoke the ray marches through using a virtual camera.
January 17, 2026 at 4:07 AM
Yes. The smoke is voxels. Why? Because I could.
January 17, 2026 at 4:06 AM
This is embarrassingly algorithmically expensive to do even with a "modest" 64 cubed voxel set. 3D navier-stokes + raymarching. Do not try this if you don't want to make your GPU go brrrrrr
January 17, 2026 at 4:06 AM
Simulating the convective smoke emanating from an superheated source, such as a pyroclastic flow, with three dimensional Navier-Stokes voxel interaction w/ high vorticity.
#graphics #indiedev #solodev #programming #algorithm #procgen
January 17, 2026 at 4:04 AM
January 16, 2026 at 11:25 PM
Overkill: Using custom raymarching to render floating 3D voxel blobs. Irony: You probably need a decent GPU to even see them
#gamedev #indiedev #solodev #programming #graphics #coding
January 16, 2026 at 6:15 PM
Navier-Stokes fluid simulation running in an ASCII terminal!!!
#procgen #programming #shaders #coding #indiedev #gamedev #solodev
January 16, 2026 at 4:14 PM
Aw thank you so much. As usual I can't help myself from rendering weird math experiments in the terminal. This is a classic Thomas attractor, but with my own twists to randomly seed it and add chaotic perturbation. Rendering handled by a custom raymarching algorithm.
January 16, 2026 at 8:05 AM
January 16, 2026 at 7:53 AM
Compute shader N-Body simulation of spiral galaxies interacting
#gamedev #indiedev #solodev #graphics #algorithm #simulation #programming #coding
January 15, 2026 at 9:46 PM
bsky.app/profile/badp...
I'm good at writing algorithms that execute complex artistic dynamics on the GPU
January 15, 2026 at 5:01 PM
January 15, 2026 at 4:53 PM
Market research: I've been posting a lot of mathematical and algorithmic art experiments rendered in ASCII. If I wrapped a bunch of these up together, with full parameter control and seed save ability, for say 99 cents would anyone be interested?
#gamedev #indiedev #indiegamedev #gaming #indiegame
January 15, 2026 at 3:57 PM