CynicatPro
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cynicatpro.bsky.social
CynicatPro
@cynicatpro.bsky.social
I make games, write extremely fast code, and make pretty art. I'm very grumpy but also soft.
My father died about 5 years ago. We had a distant relationship, but I still wish I could have shown him some of my work.

Feels like missing a step. A habit made for a reality that no longer exists. =<
November 5, 2025 at 9:15 AM
I second this, it’s the worst X<
October 23, 2025 at 11:20 AM
Honestly, stylized proportions are hard to do in 3d, you’re doing great so far!
October 23, 2025 at 11:12 AM
Yep, that’s an Anton design alright. X3
August 11, 2025 at 4:46 AM
My favorite cursed fact is that unity originally imported HDR images as SRGB, and didn't fix it for so long that they decided not to fix it at all. Claiming it would break too many existing projects.
June 24, 2025 at 1:26 AM
Huh, fascinating! Can i ask how the material properties are handled for these voxels, how do you convert from a 4x4x4 bit brick to an index for the voxel?
June 7, 2025 at 9:53 PM
I'd say fight me, but my sword is too large and I'll be too slow to fight back
May 1, 2025 at 6:05 AM
We're so cooked
April 26, 2025 at 8:52 PM
This is hiding some tiny little pinhole artifacts they couldn't figure out how to fix.
February 26, 2025 at 2:28 AM
manually modifying an obj file is a true right of passage for any artist X3
February 24, 2025 at 10:41 PM
Speaking from the highpoly side, it's not great for that either. Skinning is just a bad technique honestly.

I 100% understand how the flow went originally. "Hey, we use matrices for objects, lets allow vertices to be parented to multiple objects!"

But in practice, the quality and workflow suck.
February 24, 2025 at 10:35 PM
This sounds like a really rad game concept honestly, there's a lot of room for cool aesthetics and neat game design cause and effect in this.

I've had a similar vampire concept in my back pocket about seeing the long term consequences of actions over decades.

Long time periods are under-explored.
February 23, 2025 at 2:35 PM
What your describing there is already how input prediction works. It works well, but at 60fps, small errors accumulate very fast.

It's usually a combination of game state and controller based prediction, since that works extremely well.
February 7, 2025 at 8:56 AM
Also the DNN itself adds latency.

You have the normal input->gameframe->renderframe->gpu->present delay, then on top of that add a whole extra frame and readback before that input can even hit the cpu to be used. so your having to predict quite far ahead.
February 7, 2025 at 12:05 AM
Yes, this actually works ok in the tests i've seen, but evaluating a neural network is sadly extremely gpu memory bandwidth intensive, especially if you're processing images as input.

And if your having to render an camera for every single player you run into cpu draw call overhead. =/
February 7, 2025 at 12:02 AM
Yooo this is such a good idea
February 3, 2025 at 11:11 AM
I've had this decision before(though on a smaller scale) and it sucks. I feel for ya.

A pile of lessons learned, even if it's a bunch of broken pieces.
January 24, 2025 at 10:39 PM
I do this by dumping screenshots into my work WIPs folder so I run into them while working. A+ highly recommended
January 2, 2025 at 10:46 AM
this is so fuckin pretty i love it
January 1, 2025 at 8:08 AM
oooooh, I love this!
December 29, 2024 at 12:24 AM
Oooh i love the chunky pixel art dithering, that's clever!
December 21, 2024 at 7:28 AM
These are all insanely creative and i love them
December 17, 2024 at 9:11 PM
Shocked! Shocked I say!
November 24, 2024 at 6:32 AM
I was sick, so I decided to make myself ramen. But I kept smelling soap while eating it, turns out I didn't rinse the pan enough, so I had made soap ramen.

It did not make me feel better.
November 19, 2024 at 11:20 PM