I've begun developing a system for my UI which uses a spring-mass model to ensure elements never overlap in screen-space, while shadowing world-space bodies #gamedev
April 24, 2025 at 2:03 AM
I've begun developing a system for my UI which uses a spring-mass model to ensure elements never overlap in screen-space, while shadowing world-space bodies #gamedev
infinite detail with new reference frame architecture in which each body's transform is local to a larger body, enabling extremely precise values over massive distances #gamedev#indiedev
April 7, 2025 at 10:39 PM
infinite detail with new reference frame architecture in which each body's transform is local to a larger body, enabling extremely precise values over massive distances #gamedev#indiedev
I needed a function for checking if a box intersected a circle. I could write unit tests for 3 lines of code, but it's usually way simpler to verify this kind of logic with a shader even though the function in question isn't strictly used in shaders. #gamedev#shaders
April 4, 2025 at 2:23 AM
I needed a function for checking if a box intersected a circle. I could write unit tests for 3 lines of code, but it's usually way simpler to verify this kind of logic with a shader even though the function in question isn't strictly used in shaders. #gamedev#shaders
making some progress on the updated translation/scaling system in which the camera orbits a fixed point and the universe moves and scales around it #gamedev
April 1, 2025 at 12:46 PM
making some progress on the updated translation/scaling system in which the camera orbits a fixed point and the universe moves and scales around it #gamedev
I built a small visualizer for debugging a concept I've been struggled to wrap my head around - a data structure that enables a recursive hierarchy of reference frames for an infinitely deep 2D space. This will enable a lossless amount of detail at leach level #gamedev
March 27, 2025 at 5:36 PM
I built a small visualizer for debugging a concept I've been struggled to wrap my head around - a data structure that enables a recursive hierarchy of reference frames for an infinitely deep 2D space. This will enable a lossless amount of detail at leach level #gamedev
Learned about Moiré patterns the other day. They describe the interference effect you see when complex shapes overlap, and resemble the patterns that can commonly emerge from aliasing artifacts in graphics.
Nice to learn there's a formal name for this phenomenon
Learned about Moiré patterns the other day. They describe the interference effect you see when complex shapes overlap, and resemble the patterns that can commonly emerge from aliasing artifacts in graphics.
Nice to learn there's a formal name for this phenomenon
here's what 1 sample looks like though during gameplay, it's still pretty noisy but tolerable especially during gameplay when the scattering is influenced by time. plus, it looks kind of cool
November 6, 2024 at 8:34 PM
here's what 1 sample looks like though during gameplay, it's still pretty noisy but tolerable especially during gameplay when the scattering is influenced by time. plus, it looks kind of cool
I'm exploring blurring strategies, my current approach of resampling with a noise-based scatter seems to work really well during gameplay, but you can see the illusion when the game is paused. here's 1 sample, 10 samples, and 100 samples
November 6, 2024 at 8:32 PM
I'm exploring blurring strategies, my current approach of resampling with a noise-based scatter seems to work really well during gameplay, but you can see the illusion when the game is paused. here's 1 sample, 10 samples, and 100 samples