Nico May
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gfxnico.bsky.social
Nico May
@gfxnico.bsky.social
Graphics Programming @ Xbox
Doing alright over there? You get a spotlight but only of stressful times :D
November 13, 2025 at 6:20 AM
I’d expect quadtree or grid yeah, I remember reading lots of articles about them for 2D games.

Maybe you could do something clever with rasterizing the enemies into an ID buffer or something and sampling the pixels for hits.
November 10, 2025 at 12:56 AM
How much of the geometry in a given scene is ray marched? Is even static stuff SDF, or just while morphing?
October 23, 2025 at 10:25 PM
I noticed an @iquilezles.bsky.social thanks in the credits screen :D How much of the morph tech is SDF-based?
October 23, 2025 at 10:13 PM
Reposted by Nico May
Columbo is the ideal for a point and click adventure game. He has a little comment for everything in the environment, he wanders around places freely, and he exhausts the dialogue tree of everyone he speaks to
October 22, 2025 at 2:57 PM
I was like “wow one day of not checking CBC??”
October 7, 2025 at 7:04 PM
lol I actually did add a trail under the camera where the snow gets erased, I guess that’s sorta like the sunshine jetpack :D
October 6, 2025 at 10:20 PM
And (sorta) fixed normals on the snowbanks so the particles can slide down them properly.
October 6, 2025 at 6:08 AM
Seems concerning...
October 6, 2025 at 4:20 AM
This is how snow works right?
October 5, 2025 at 8:10 PM
More fun with Rain and Fog :)
October 4, 2025 at 8:57 PM
No one reads the docs for anything, isn’t that a universal rule? :P
October 3, 2025 at 11:32 PM
Now yeah once this exists, really hard to walk it back. But it feels like something that should be avoided from the start if you were re-designing this kind of API. (Of course, in that case, you could do the better splitting of classes you describe anyway).
October 3, 2025 at 11:08 PM
I think my issue is more fundamentally with C# properties for anything that’s not extremely trivial.

Mesh.CopyDeinterleavedPositions()

^ a function like that looks expensive, but mesh.vertices just looks like an access, you _need_ API insight to have any idea it’s gonna be expensive.
October 3, 2025 at 11:06 PM
My issue with this is just how hidden properties make it, a function call could be explicit that you’re copying and re-shaping data, the property is convenient but hides a ton complexity and cost and makes it invisible textually.
October 3, 2025 at 10:58 PM
This is so wild… then again I’ve never played the final game to know how much it changed :D
October 3, 2025 at 2:42 AM
And some extremely jank SSR, everything in this scene is fudged numbers and synchronization issues.
October 1, 2025 at 6:02 AM