Haihala
haihala.bsky.social
Haihala
@haihala.bsky.social
(he/they)
I make games and grumble about software.

Creator of "Whoops! All grapplers" (working title), a 2.5D fighting game. https://github.com/haihala/whoops-all-grapplers

I'm looking for games work, See: https://haihala.github.io/portfolio
Some parts of Finland have smaller but similar robots for delivering food. They sometimes have facial stickers. Sometimes they get stuck in snow and ask nearby pedestrians for help.
November 2, 2025 at 8:12 AM
Neither RN, but it's October third.

Brotherhood all the way, but I've heard that starting with Brotherhood is not great as it relies on people having seen the OG series.
October 3, 2025 at 7:54 PM
August 28, 2025 at 6:09 AM
Mandelbrot visualizing differences between iteration counts (1-50). Only crashed once by accidentally setting iteration count to a power of six while tweaking the easing.
August 6, 2025 at 9:19 PM
Shader droplet. Not that impressive but I'm really noticing how much faster I can come up with these now.
August 6, 2025 at 4:57 PM
It's so cool to be able to do stuff.
August 5, 2025 at 4:01 AM
GPU particles are starting to feel workable.
August 5, 2025 at 3:52 AM
Behold, paper!
July 25, 2025 at 5:56 AM
Here is a "before" version with a slower animation and no smear
July 17, 2025 at 3:50 AM
Smears in the actual game woo!
July 17, 2025 at 3:46 AM
Now with more perspective skew
July 13, 2025 at 6:17 AM
Made a lit fake cube (one quad + frag shader)
July 13, 2025 at 6:10 AM
POC for a smear with the new stuff. Aiming for ED kick normal in SF6
July 12, 2025 at 4:18 AM
And of course, once you have UV coordinates, you can do textures.

This is really coming together huh.
July 10, 2025 at 10:07 AM
I think I got to close enough. Observe various curvy bits:
July 10, 2025 at 7:04 AM
...you look at a still image of the tighter corners.

Why do you look like a jagged potato!
July 10, 2025 at 6:41 AM
This pattern really showcases how well the human eye smooths stuff over. There is some visible aliasing, but it's not too bad. Until...
July 10, 2025 at 6:41 AM
It seems fine on one axis, but annoyingly fixably wrong on the other.
July 10, 2025 at 6:39 AM
This pattern better showcases the scuffed corners. Looks fine in motion, but the corners bother me.
July 10, 2025 at 6:39 AM
Progress on animating Beziers with wgsl. It gets a bit mushy in tight corners, but I think I'm rapidly approaching the point of good enough.
July 10, 2025 at 6:36 AM
Spend a few hours banging my head against a wall until I figured out how to draw and "uv map" cubic bezier splines using a wgsl fragment shader.

I think they use a similar technique with Ed's kick normals in SF6, although the spline is probably more complicated and 3d.
July 9, 2025 at 10:10 AM
Looks nice, tastes as it should, sugar is a bit too thick for some of them but overal pretty good.

Until you realize you basically gotta either eat it out of that or scoop it out which is a devastating aesthetics hit.
March 15, 2025 at 4:09 PM
It's happening!
March 15, 2025 at 3:01 PM
Numpad notation neuron activation
January 7, 2025 at 8:42 PM
New juggle system looking good (kunais drop and can be picked up, even mid-air)
January 1, 2025 at 3:03 PM