ENDESGA
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endesga.bsky.social
ENDESGA
@endesga.bsky.social
Programmer @NightdiveStudio :::. http://3dmath.xyz :::. C, Vulkan :::. deity of 7 and dodecahedra :::. creator of the EDG32 palette, and other pixel things
it's interesting how often ideas come to me when I'm sitting in silence at a park/garden/forest.
I realised a very efficient and minimal way to do tile-based shadow-casting (in C) that's completely software rendered - not using the GPU at all.
this draws in <1ms
September 25, 2025 at 6:50 AM
I am proud to announce...

PEP: Prediction-Encoded Pixels

This format is able to compress images (up to 256 colors) smaller than GIF, PNG, QOI, BMP, in almost all cases.
A lot of passion and research (and fixation) has gone into this:
>> github.com/ENDESGA/PEP <<
August 25, 2025 at 12:07 AM
bluesky finally supports gifs?!
April 6, 2025 at 9:24 PM
3 years ago I had an idea to make a metaprogramming language that would utilize TCC's near-instant compile times to also act as a scripting language.

last night I finally realized the final piece to make it work...
it's Python-like, via a macro-abstraction.
April 6, 2025 at 5:31 AM
> Moa Vertebra
( water colour and pencil, 2 hours )
December 27, 2024 at 8:32 PM
mmmm gradient
December 15, 2024 at 11:34 PM
a reminder that it is possible to sit in a random river
November 24, 2024 at 10:51 PM
ground skewers
November 22, 2024 at 5:30 AM
bluesky... please... I need gifs before I can justify being here more...
November 8, 2024 at 11:23 PM
> 3dmath.xyz _

+ Added Next/Previous links
+ Included interactive Shadertoy for motormath.xyz
+ Fixed motors rotating incorrectly, which lead to:
+ Observers now align to being an inverted motor!

All code is CC0, free, and also accessible on your mobile!
November 3, 2024 at 10:16 PM
when anyone complains about C and how it's easy to make mistakes, I just think about this moment from 'The Incredible Machine' from 1968.

the computer never makes errors, it is doing exact what you told it to do.
October 31, 2024 at 11:28 PM
a quick tree, with some bugs
October 27, 2024 at 5:30 AM
a quick evening #pixelart cave entrance
October 26, 2024 at 10:07 AM
> 3dmath.xyz _

a suite of concise explanations and examples covering vectors, rotors, and other things in 3D reality:
- vectormath.xyz
- rotormath.xyz
- motormath.xyz
- projectionmath.xyz

rotors in action:
www.shadertoy.com/view/M3jBDW
October 21, 2024 at 6:41 AM
proud of my shader work for Killing Time: Resurrected.
give it a play, and support game preservation!
store.steampowered.com/app/1733170/...
October 18, 2024 at 11:14 PM
had a day of reading code, needed to throw pixels onto the screen to get it out of my system

crazy how much I've improved over the decade...
October 2, 2024 at 7:02 AM
still no gifs...
September 12, 2024 at 9:37 AM
some stuff I've done over the past couple years
February 7, 2024 at 5:10 AM
bsky still doesn't support gifs...
February 6, 2024 at 7:43 PM
> 100,000 enemies _
main thread rendering at about 800fps,
second thread (the one that does all the collisions, bucketing, and motion) at 120fps.
the idea is that you'll never actually need to have this many entities at once, but hept can at least handle it well~
October 23, 2023 at 5:58 AM
hept can render 2 MILLION cubes at around 90fps on my RTX2060 (the backface and depth culling helps a lot, but wow!)
October 14, 2023 at 11:14 AM
more hept progress
October 13, 2023 at 6:19 PM
and here's 200,000 lights at around 200fps on my 2060Ti
September 22, 2023 at 2:09 AM
> hept _
1000 dynamic lights at 3300fps
September 22, 2023 at 2:02 AM
a lot of posts here will focus on the things I'm making, I wanna have a fresh slate~
September 19, 2023 at 4:53 AM