64x127.bsky.social
64x127.bsky.social
@64x127.bsky.social
Reposted by 64x127.bsky.social
Stumbled across this cool project and decided to recreate it in Godot using a StaticBody with swappable bit masks and a CharacterBody with Vector2 bounce function. Took about half an hour and I'm really happy with how it turned out! (^///^)
#gamedev #godot
December 6, 2025 at 1:26 PM
Reposted by 64x127.bsky.social
Rewrote the voxel raytracer to use a two-level chunk system (a 3D texture atlas for 16³-sized chunks, another 3D world-space texture referencing the atlas). Without any optimizations, for primary (camera) rays it's already 25% faster; not so much for random bounce rays.
November 22, 2025 at 5:23 PM
Reposted by 64x127.bsky.social
#graphics folks, I need some help. Say I'm accumulating irradiance at some point simply by shooting rays randomly in a sphere. I'm also using these rays' intensity as weights in a reservoir which is updated after each sample.

How do I use the reservoir in the sampling itself?
November 14, 2025 at 3:39 PM
Reposted by 64x127.bsky.social
Sometimes its the little details

#indiedev #gamedev #blender #b3d #animation
October 30, 2025 at 8:10 PM
Reposted by 64x127.bsky.social
been working on a fix for shadow leaks in godot lightmapper
June 7, 2025 at 12:47 PM
Reposted by 64x127.bsky.social
I've posted a question about hemispherical harmonics a few days ago and got literally zero feedback, so I'm posting it here in the hopes of maybe getting an answer:
math.stackexchange.com/questions/50...
Confusion about hemispherical harmonics
It is known (see this answer on physics.se and this one on mathoverflow) that to obtain a basis of harmonics (i.e. Laplacian eigenfunctions) on a hemisphere $\Omega$ (say, the Northern $z\geq 0$
math.stackexchange.com
March 3, 2025 at 11:32 PM