Andy Buck
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andybuck.bsky.social
Andy Buck
@andybuck.bsky.social
Following my curiosity and creative impulses. Making games, art, music and other things along the way.
Just enough effort and content to get someone who's never seen it before to want to see more, and no more. If you're not sure, then when you think you might be ready, find a few random people who haven't seen it before and just show them and ask for feedback. Repeat a few times the show everyone.
November 19, 2025 at 10:07 PM
Same, but for 3D tools and game engines. So far, each time, I've managed to talk myself down from that ledge by looking at the vanishingly small amount of spare time I actually have to commit to such (compelling) nonsense.
November 5, 2025 at 10:55 AM
Can I call Battle-Passes & Micro-Transactions one thing please
October 29, 2025 at 2:34 PM
Not lost to time. We're old, but us PS1 era game devs still exist :-D. That was an easy trick too. Want mirrored ice reflections? just render the character upside down under the semi transparent ice plane. It might need some draw order hacking, but its cheap and looks good.
October 21, 2025 at 2:56 PM
To be fair, your friend could have used less esoteric language.
For most game-dev use cases 'piecewise affine' could just be "lerp between nearest two values from an array". If what you'd already created worked and wasn't a performance black-hole then I'm sure it was fine.
September 26, 2025 at 7:09 AM
It's a common trick that we've been using in game cameras for a few decades. For bonus points developers can also handle momentary occlusion (like pillars) differently (Journey does this) and smooth the motion into occlusion handling using something like sphere casts (Veilgaurd does this)
September 18, 2025 at 10:23 AM
This is one of the many reasons why limes are just, better.
September 14, 2025 at 7:20 AM
Yeah, billboards were another good way to go if you never really saw the wheels too close up and you had a limited number of expected view angles. Otherwise the sprite sheet sizes could get big really quickly (even accounting for mirroring or any other image trickery).
September 10, 2025 at 1:49 PM
Finding useful screenshots of ps1 era technology is tricky.
You'll have to imagine an image of an extruded pentagon for the main tire treads then a quad with a wheel image (roughly alpha clipped circle) for the outside. 12 tris per wheel.

Wheels in racing games were just a massive pain back then.
September 10, 2025 at 12:37 PM
You should see how we used to build and render car wheels :-D.
September 9, 2025 at 8:29 AM
or... Blender :-D

Here's the results from some Geometry nodes stuff I was messing with recently. And I'm no expert in this stuff I just bashed nodes together until I liked the results.

I build the stuff at the top and my geo-nodes just instantly give me the stuff at the bottom.
August 27, 2025 at 5:53 PM
yes and no.
I'd love to have made another Grow Home game some day (I was tech lead on both) but now that's not really an option.
August 27, 2025 at 10:00 AM
I would have attached googly eyes to those by now.
May 25, 2025 at 9:12 PM
Sounds perfect.
May 24, 2025 at 7:51 AM
Rare drop rates like this have always been a bad design decision to solve a specific design problem. "how do we ensure some items are rare, and so perceived as more 'special' ?". Better design is if rare items simply required more complex steps, resources, risk and skill. e.g. cake in Minecraft
January 31, 2025 at 7:06 AM
I don't think I've ever clicked the wishlist button so quickly after discovering a game.
January 25, 2025 at 10:22 AM
Waiting for some more light, then I imagine I'll do be doing the same from here.
January 5, 2025 at 8:21 AM
Done
December 19, 2024 at 10:30 AM
Thanks for sharing, I'd not seen this video before, it's great. And yes, AA was a guess, based on some assumptions from previous experiences (ages ago) with stencil buffer nonsense. I had to stop doing pure graphics coding in the end. I couldn't keep up with the pace of bleeding edge developments
October 23, 2024 at 7:07 AM