emilmeiton.bsky.social
@emilmeiton.bsky.social
Reposted
I made pixelly snow!
www.shadertoy.com/view/Wf3BRj
December 17, 2025 at 10:58 PM
Reposted
Two years in the making, finally out now. There's Nothing Underground is a puzzle game that rewards creativity and your stupidest Wile E. Coyote plans. It's cheap, it's good (I promise), it's 25% discounted on launch week. Buy it now, share, subscribe etc...

store.steampowered.com/app/3223370/...
Save 25% on There's Nothing Underground on Steam
There's Nothing Underground is a roguelike puzzle adventure where you use random tools to solve levels in endless ways. Unlock and combine tools to tackle 100+ levels, each with unique challenges. Fin...
store.steampowered.com
December 12, 2025 at 12:47 PM
Reposted
Great read: "Video Game Blurs (and how the best one works)" blog.frost.kiwi/dual-kawase/
Video Game Blurs (and how the best one works)
How to build realtime blurs on the GPU and how the best blur algorithm works - "Dual Kawase"
blog.frost.kiwi
December 1, 2025 at 8:52 PM
Reposted
I've been noodling around making blue noise. It's a neat technique considering there's nothing random in it.
www.shadertoy.com/view/tXlBR2
October 29, 2025 at 8:35 PM
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fog cube (strawberry flavor)
October 30, 2025 at 1:55 AM
@captaindisillusion.bsky.social
Might be interesting to you
youtu.be/Eu5mYMavctM?...
(As in I believe they're trying to trick people into believing this to be real)
Introducing Figure 03
YouTube video by Figure
youtu.be
October 10, 2025 at 1:29 PM
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Really good, maths-free, introduction to the Fourier transform from this year's Siggraph, recommended watch: dl.acm.org/doi/10.1145/...
Introduction to the Fourier Transform | Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference Courses
dl.acm.org
October 8, 2025 at 7:39 PM
Reposted
In todays newsletter I talk about efficiency, apps and Linux of anyone wants to know the view from an artist and a tech nerd.

substack.com/profile/2399...

#linux @proton.me #tech
Martin Kupski (@kupski)
A newsletter about the tech I use and am switching if anyone is interested in efficiency and digital tools.
substack.com
July 18, 2025 at 4:08 PM
this is probably the type of effect I've used the most with the most visual impact.. basically projecting out onto a plane to fake infinite water or clouds etc. I used it at Rovio for water and Starstable for clouds in the sky
www.shadertoy.com/view/XtycWm
Shadertoy
www.shadertoy.com
July 17, 2025 at 7:19 PM
I used shadertoy a lot for testing out ideas.. I'm pretty sure a version of this was also used in the game for some flying "fairies" in the forests
www.shadertoy.com/view/tdSSWG
Shadertoy
www.shadertoy.com
July 17, 2025 at 7:16 PM
some years back I worked on visuals at Starstable. here's a prototype I never implemented for replacing the sun texture with a shader.. I like seeing it deform hehe
www.shadertoy.com/view/3ssSDB
Shadertoy
www.shadertoy.com
July 17, 2025 at 7:10 PM
Reposted
watching bugs
(no sound)
June 6, 2025 at 12:03 AM
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So satisfying to see our game’s art progress stitched together like this 🥹❤️ #indiedev #indiegame #gamedev
June 4, 2025 at 8:20 PM
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[Gifted] Accessibility should be part of the WHOLE package! 👏🏻 And this is something @xbox.com has understood 💕 These little hoops are made so you can open the box by yourself, even if you have limited mobility! Well done!
April 1, 2025 at 2:48 PM
Reposted
I can finally talk about this, and I'm SO PROUD 🥹💕

Last month my dream came true when I got to host my first ever workshop in game accessibility 🦾

This is seriously the most fun I have ever had! For four hours I got to work with developers from Toca Boca
February 20, 2025 at 8:45 PM
Reposted
New dithering method dropped

I call it Surface-Stable Fractal Dithering and I've released it as open source along with this explainer video of how it works.

Explainer video:
www.youtube.com/watch?v=HPqG...

Source repository:
github.com/runevision/D...

#gamedev #vfx
January 23, 2025 at 3:28 PM
Reposted
One of the tedious aspects of modeling SDFs with raw shader code is adjusting the position of objects, so I'm adding transform gizmos into my tool

They write changes directly to the shader on disk, so I don't need an external object hierarchy

tdhooper.github.io/offline-shad...
January 20, 2025 at 4:57 PM
Reposted
I posted a few days ago the shader ISA code for the atan2() instruction, the size of which appeared to catch people by surprise. This inspired me to write a blog post to discuss the “hidden” cost of shader instructions a bit more. interplayoflight.wordpress.com/2025/01/19/t...
The hidden cost of shader instructions
I posted a few days ago a screenshot of the long shader ISA code produced by the RGA compiler for a single atan2() instruction. The post got quite a large engagement and it felt like a lot of peopl…
interplayoflight.wordpress.com
January 19, 2025 at 3:53 PM
Finally, after many years using Facebook, messenger and more lately instagram I've fully deleted them all. Feels nice but weird!
January 18, 2025 at 9:28 AM
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IMO studios that own rights to games or movies that they choose to cancel should then lose the right to prevent other companies from buying it.

We've lost so much beautiful media because of 'tax breaks'.

Why should passionate teams be barred from Kickstarting their baby?
January 13, 2025 at 12:27 AM
Reposted
Good intro to Compute Shaders, with an RDNA2 focus, touching upon threadgroup size and scheduling, memory/cache/LDS access patterns, thread communication and data sharing, execution model and divergence and diffs between compute and other shader types. www.youtube.com/watch?v=eDLi...
Compute Shaders || Lou Kramer || AMD
YouTube video by Game Industry Conference
www.youtube.com
December 31, 2024 at 3:07 PM
Having very strong emotions regarding gambling, and seeing first hand "dark patterns" in gaming, it's like a nice christmas gift to see Coffeezilla tackle, one of the biggest elephants in the rooms, Valve and the Counter Strike skin economy
youtu.be/13eiDhuvM6Y?...
Deception, Lies, and Valve
YouTube video by Coffeezilla
youtu.be
December 27, 2024 at 3:34 AM
Reposted
Gonna take a break from game dev to do some renovations in our new home. Here's a rough first sketch for the entrance hall. I've not done much physical painting before, and definitely nothing near this scale. Gonna be a fun steep learning curve
December 6, 2024 at 9:00 AM
Reposted
In our next Tiny Glade update we'll bump the light limit from 32 to 32k while keeping the cost more or less the same.

The small limit has been a cop out, as we didn't quite know how to render huge numbers of (screen-space) shadow-casting lights without severe performance degradation.
December 5, 2024 at 10:12 PM
Reposted
2024 currently has more known games industry layoffs than 2023+2022 combined.

2024 is roughly 600 layoffs away from doubling 2023. There is still plenty of business days left in the month.

I can't emphasize enough how extreme these last few years have been.

So far.
December 4, 2024 at 12:58 AM