Autistic, queer, disabled. Always failing forward, open to be educated.
Making @polynormalgames.bsky.social
So if you choose to use the crouch-button, you will get an alternate fast animation.
Also: do you know any #games that offer reduced motion?
#gamedev #accessibility
So if you choose to use the crouch-button, you will get an alternate fast animation.
Also: do you know any #games that offer reduced motion?
#gamedev #accessibility
#Music is such a difficult thing to communicate about and collaborate on.
And I made the mistake of not telling my composer why I chose him. Because they went far more out of their comfort zone than I needed.
#gamedev #collaboration
#Music is such a difficult thing to communicate about and collaborate on.
And I made the mistake of not telling my composer why I chose him. Because they went far more out of their comfort zone than I needed.
#gamedev #collaboration
When people ask us to describe our approach to IT security.
When people ask us to describe our approach to IT security.
You can't see it, but these clouds are all actually moving! Figuring out realistic weather patterns was so cool.
Also: as the sand planets can have thicker or thinner atmosphere, they can also have more or less creators.
#gamedev #shaders
You can't see it, but these clouds are all actually moving! Figuring out realistic weather patterns was so cool.
Also: as the sand planets can have thicker or thinner atmosphere, they can also have more or less creators.
#gamedev #shaders
The typos are not in the game because I didn't bother fixing them. They are in there because I bother with too many other things at once.
The typos are not in the game because I didn't bother fixing them. They are in there because I bother with too many other things at once.
This causes a bug that only occurs in specific random circumstances (1 out of 6 chance if I am not mistaken) and that is also not game-breaking so it went under the radar for a long time.
It also took hours to hunt down for good.
#gamedev #debugging
This causes a bug that only occurs in specific random circumstances (1 out of 6 chance if I am not mistaken) and that is also not game-breaking so it went under the radar for a long time.
It also took hours to hunt down for good.
#gamedev #debugging
It makes humans forget we are capable. You know what young people often ask me when they play my game? Is this AI generated?
You poor souls, humans have done art far more intricate than this for centuries. And AI isn't even that good at it to begin with.
It makes humans forget we are capable. You know what young people often ask me when they play my game? Is this AI generated?
You poor souls, humans have done art far more intricate than this for centuries. And AI isn't even that good at it to begin with.
Follow @polynormalgames.bsky.social to get posts about this game that are more coherent than mine.
#programming #gamedev #opensource #programmerhumor
Follow @polynormalgames.bsky.social to get posts about this game that are more coherent than mine.
#programming #gamedev #opensource #programmerhumor
I then gradually scale these vectors using cosine to blend between sloped and horizontal movement.
🧵 7/7
I then gradually scale these vectors using cosine to blend between sloped and horizontal movement.
🧵 7/7
🧵 6/7
🧵 6/7
My stair model is made of a surface with ridges and then a hull of fins on top of that.
Because my inner normal-map uses trenches instead of "accurate" rills, it even reveals more wall when look at it from an angle, creating a good illusion of depth.
🧵 3/7
My stair model is made of a surface with ridges and then a hull of fins on top of that.
Because my inner normal-map uses trenches instead of "accurate" rills, it even reveals more wall when look at it from an angle, creating a good illusion of depth.
🧵 3/7
Well this is one of the things that get really complicated in terms of #techart, so strap in dear #gamedevs let's escalate.
1. how do we deal with the geometry?
2. how do we go about the animation efficiently?
🧵 1/7
But I got warned @valvesoftware.com even tests font size when verifying games for #SteamDeck.
So I made a reference image and decided to be a bit silly about it.
But I got warned @valvesoftware.com even tests font size when verifying games for #SteamDeck.
So I made a reference image and decided to be a bit silly about it.
These #shaders use a lot of hacky math and a lot of color gradients to render authentic and art-directable ocean, jungle and magma planets.
#gamedev #techart
⚠️As it is contract work, this image is not copyleft!⚠️
These #shaders use a lot of hacky math and a lot of color gradients to render authentic and art-directable ocean, jungle and magma planets.
#gamedev #techart
⚠️As it is contract work, this image is not copyleft!⚠️