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gabrieloc.bsky.social
./gabrieloc
@gabrieloc.bsky.social
graphics/3d/programming/gamedev
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
Someone really went above and beyond with the "Extrasolar planets in fiction" page. Each planet here has its own circular hitbox!
April 18, 2025 at 6:37 PM
in essence, the camera orbits in scene space and the simulated universe translates and scales around a fixed point
#gamedev #indiedev
April 7, 2025 at 10:47 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
April 7, 2025 at 10:39 PM
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
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
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
are gifs supported here yet?
February 27, 2025 at 4:20 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
November 6, 2024 at 8:34 PM