Danny Spencer
dannyspencer.bsky.social
Danny Spencer
@dannyspencer.bsky.social
Software developer, tech artist and Person - Solving fun problems - Vancouver, BC 🇨🇦 - He/They

Fan of creative coding, OpenUSD, and 3D animation

otterstack.com
There's faceting, but adding noise to the normals can probably hide artifacts like it did last time.

There's likely a better coordinate system (I'm trying out cylidrical with the back-facing coords gone).

I also wonder if there's a demoscene that did this before (like a VGA palette swap or sth)
February 8, 2026 at 2:13 AM
Yeah sorry, that certainly wasn't an endorsement. 😅

I'm gonna update it, because to be fair, I did say it wrote better Python code... at the time. But I found out the OpenEXR code it made could've been done in 1-2 lines instead of 20, had I actually read the "Hello World" in the official docs
February 3, 2026 at 5:03 PM
Hi, I don't believe I "glazed" AI. I gave AI an overall negative review, but maybe I was too tactful on the "what did work" part (i.e. snippets), which in hindsight I think I overstated.

I disclosed trying it, and 95% of the project was hand written.
February 3, 2026 at 4:16 PM
Also hi, glad y'all like it!
February 3, 2026 at 3:52 PM
Oh hey, I'm able to emulate virtual memory using geometry nodes! This uses Bundles and Closures, both brand new to 5.0.
I wonder if this is a bad idea... :D

(I also tried using the new OpenVDB grids because I think that'd be the best option, but I can't figure out a way to store individual voxels)
January 14, 2026 at 12:29 PM
Some technical details are in my blog post:
blog.otterstack.com/posts/202212...

The WAD and generation source code is on my GitHub: github.com/nukep/doom-c...
December 30, 2025 at 4:39 PM
Oh! I asked the OpenUSD guys about this. Your take on USD seems to be correct, but only because they don't define "forward" for assets right now. 😅

Their answer was a shrug, but a very thoughtful shrug. The camera space is always +Y. For assets/objects, it's 🤷.

forum.aousd.org/t/left-up-fo...
Left-Up-Forward coordinates and OpenUSD
Hey y’all! I was wondering if OpenUSD had any plans for defining the axes for “left”/”right” or “forward”/”backward” at an asset level. Perhaps this would be by convention, or explicitly like with up...
forum.aousd.org
December 30, 2025 at 3:59 PM
I'm not anti-technology or even anti-ML, but it's embarrassing to put out messaging that's meant to share your values, when it's apparent almost no effort was put into it.

The message becomes "We don't care about quality or the creative process - we only care about *simulating* quality".
December 30, 2025 at 3:17 PM
Some behind the scenes:

- Multiplication is approximated using logarithm lookup tables. This is because the CPU has no floating point numbers... or a multiplication instruction!

- Self-modifying code is used for the shader

- I used Blender for lookdev and to generate the final normal maps
December 30, 2025 at 1:44 AM
The ROM can be downloaded on GitHub: github.com/nukep/gbshader
A playable demo is in my blog post: blog.otterstack.com/posts/202512...
GitHub - nukep/gbshader: A real-time shader demo for the Game Boy Color!
A real-time shader demo for the Game Boy Color! Contribute to nukep/gbshader development by creating an account on GitHub.
github.com
December 29, 2025 at 10:26 PM