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catapart.bsky.social
catapart
@catapart.bsky.social
software and game dev;
preferred languages: js, rust, c#;
preferred software: Unreal Engine, Blender, GIMP, Inkscape;
Captured a beautifully golden throated hummingbird at my parents' house this morning! Just a flash, but lovely nonetheless!
September 14, 2025 at 7:42 PM
I know this doesn't look like two months worth of work, but I'm very excited to have a scene with a responsive mesh component rendering again!

More updates soon!
#js #webdev #threejs #gamedev #indiegamdev #gameframe #gameframeeditor #webcomponent #ts
May 19, 2025 at 12:25 AM
Another "minor" editor update that sewed up a lot of loose ends!

This one adds material manipulation to the inspector, along with scaling/rotating widgets and helpers (like the camera frustum) that only show when the target is selected.

#webdev #indiegamedev #js #threejs #javascript #typescript
March 15, 2025 at 3:39 PM
Best part about the new editor camera?
Hitting the NOS!
#nyeeroooommmmm
#family

#webdev #gamedev #indiegamdev #js
March 10, 2025 at 1:45 AM
A new update to the editor adds a camera helper widget along with a new editor camera, and raycasting!

#webdev #gamedev #indiegamedev #js #javascript #threejs
March 10, 2025 at 1:36 AM
Another editor update: implemented dynamic component fields based on the property types, and set up two-way binding so that the transform controls and the inspector fields don't interfere with one another.
Getting closer!

#webdev #gamedev #indiegamedev #js #threejs #customelements #webcomponents
March 4, 2025 at 12:53 AM
Continuing with the editor development, I replaced the #dockview dependency with a simpler tab solution, since I don't need all of the re-arranging and pop-out functionality.

#webdev #gamedev #indiegamedev #js #threejs #javascript
March 3, 2025 at 1:20 AM
Over the weekend, I put together this simple editor with browsers, inspectors, and logging, so that I can manage the game assets by a currently selected "target", rather than lumping all properties into one big list. Not quite there yet, but almost!

#gamedev #webdev #js #ts #threejs #indiegamedev
February 24, 2025 at 11:12 PM
It's been a long couple of months trying to get something started with a game in my spare time - and there's still a long way to go - but the dawn is starting to break. I think I've got through the foundational stuff. Excited to share more soon!

#gamedev #webdev #threejs #game #indiegamedev #js #ts
February 22, 2025 at 12:06 AM
December 8, 2024 at 6:21 PM
I promise I haven't stopped working on the #aqui3d renderer!

Between other, non-hobby, work, I've tried getting opacity to render correctly. That's an involved task because the method I'm using requires gpu linked-lists. And, if I do it right, those can be used for more than just transparency!
November 2, 2024 at 4:29 PM
@danielobrien.bsky.social
Hi Daniel!
I have no idea why, but I thought this video would be pleasing to you, so I'm sharing it with you. (I'm not the author; just meme-sharing)
October 5, 2024 at 12:40 PM
Mostly worked on architecture changes and pipeline optimizations this weekend, but I did manage to get a nice gradient shader put together.

Now textures can be tinted with solid colors, or up to 25-color gradients; either linear or radial!
#aqui3d

#webdev #renderer #rendering #javascript #gamedev
September 22, 2024 at 11:06 PM
After setting up the depth buffer and backface culling, I went ahead and created a couple of new primitive geometries to try them out! Still baby steps, but it's pretty awesome to see a "fully" 3D object in the custom renderer!

#aqui3d #webdev #gamedev #rendering #webgpu
September 15, 2024 at 10:38 PM