hattoff.bsky.social
@hattoff.bsky.social
I think it looks pretty good, especially for heavy precipitation. Why not try and combine the effect with some local particles? Might save some resources to have both systems working together rather than using only particles, and you could do some really artistic stuff with the screen-space rain.
December 1, 2025 at 2:23 PM
!!!!
July 16, 2025 at 2:18 AM
K1jt3kC was the closest I was able to get.
June 28, 2025 at 8:41 PM
Does this help you formulate a recipe?
June 28, 2025 at 6:00 PM
I think I worked out a construction from your clip. Here are some stats:
48 Faces, 84 Edges, 38 Vertices. V-E+F = 2 which checks out for a convex polyhedron. Still not sure about the name.
June 28, 2025 at 5:54 PM
Hard to say with the amount of info provided. Some things that would help narrow it down: # of vertices, # of edges, double-check the # of faces, are all faces the exact same two shapes (kite and triangle), how did you construct it/what was the starting polyhedron (if any)?
June 28, 2025 at 4:46 PM
May 24, 2025 at 5:17 AM
Rest easy.
March 13, 2025 at 1:07 AM
I got a degree in Maths but didn't learn nearly as much as I did when after I started programming. Application is often the foundation for intuition, and seeing how it doesn't work is just as useful as seeing how it does.
February 15, 2025 at 5:18 PM
Love it! Perhaps a little twinkle in the lens as a hint if there is something you want the player to see? Astronomical objects would look beautiful in this art style.
February 15, 2025 at 5:12 PM
Looking great! Be mindful when using these types of doors. Players can sometimes get stuck behind them and the animation can sometimes push objects or players through walls if there isn't enough space behind the door.
February 15, 2025 at 5:07 PM
That is what I was thinking as well and suggested normalizing the cross product, but you make a good point that eventually they would be exactly equal or opposite. It would be best to only do a correction if the dot product of the normal and up vectors was larger than some threshold amount.
February 4, 2025 at 2:04 PM
I swear I looked at the feed before posting the replies that suggest something similar weren't there. Ohh well. Apologies for the redundancy.
February 4, 2025 at 1:51 PM
Would it be the case that you need to normalize your axis of rotation vector after you get the cross product since it isn't guaranteed that the moon normal and robot up vector are perfectly perpendicular? If they are arbitrarily similar then the resulting cross product could be getting close to 0.
February 4, 2025 at 1:48 PM
The perspective bounds are correct regardless of the player's screen configuration, camera FOV, or camera-constrained aspect ratio. Line traces are highly optimized and only done on points within the visible (or extended) frustum and on parts of the volume that face the player.
January 4, 2025 at 7:21 PM