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kano // 💾
@kanomeister.com
yo! // I run @holojam.dev ▶ ! // Doki Jam 🏆
// tech lead + game dev 🎮
// director & producer 🎥🎼

楽 // EN+JP OK
◢◤ Lord Grem, The Fiftieth Million... #rkggk
May 23, 2025 at 7:04 PM
< without flatness correction
> with flatness correction... nice... needs more testing

protip: for world-space normals, use only the 3x3 part of your model matrix... or you will suffer when you normalize 😎
February 23, 2025 at 4:15 AM
John Test was the bravest pilot there ever was... at least we know where he is at all times, in case he runs out of fuel 😌
February 23, 2025 at 1:17 AM
a more nominal grid... 10m to 10km scale in 4 steps 😎

(4000 auto-moving sprites is bad -- on a mission to shaderify to one quad) #godot
February 22, 2025 at 3:30 AM
casually inventing 5D chess with broken tileable grids

(this is actually kinda sick!) #godot
February 22, 2025 at 3:28 AM
stat & effect system!
// backbone gang 😌🙏
January 16, 2025 at 11:18 AM
late-night game dev: got this system from 0 to working in a day, while watching AZKi try to clear a 0-meter guess in geoguessr (+oga bday!)... I need to eep earlier, but what a vibe
January 15, 2025 at 12:30 PM
now onto the next step, getting the rest of the library functions hooked up via bindings and C++ voodoo... tomorrow :D
January 13, 2025 at 12:58 PM
◢◤ when the bad market makes it impossible to hear back for software positions, eng or mgmt...

> go out and hire yourself for 30 minutes 😎

I know I have games to cook, but while $ is thin, I'm excited for this ^^ -- critical skill-building, gonna be handling some real-time deep data magic for sure
December 4, 2024 at 12:25 PM
(context, I do ML research)
-> *this* is the good stuff: here is an Automatic Speech Recognition (ASR) model!

built from ref (arxiv.org/abs/2408.13106) in PyTorch, reads mic input for real-time transcription 😎

- art gen? hell no 🚫
- speech-to-text? hell yes ✅
November 23, 2024 at 11:35 AM
◢◤ Play Gigi's Bday Dinner Party, NOW!
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Available now for the PS2... you wouldn't want to miss out on enjoying this wonderful story now, would you? 😌
#rkggk #GGBDAYDINNER
October 19, 2024 at 4:29 AM
it's even brighter now that you and the gang are all here... face holding back tears emoji cuz I can't type it here 😌 LOL
October 17, 2024 at 9:45 AM
❖ [HO update] ❖
we're cooking... basic editor tool for defining battle grids 😌✒
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#hololive #gamedev #godot
September 24, 2024 at 8:58 AM
what the heck, it's already been almost a year since I got here? gat damn time moves quick... 🥵🥞
September 17, 2024 at 10:06 AM
- made a neat base for save/load components, so GameState can call downwards for arbitrary trees of resources that represent scene state, player state, etc and let those components handle their pieces -- including dev-defined in-editor save resource support

... all done over a few days. am happy! 😌
September 17, 2024 at 4:57 AM
(placeholder chara sprites are by kennydalman, I won't be keeping them in once our new bestie sprite artist cooks (TBA!), but these stay for prototyping for now!)

yesterday actual was mainly tech work...
- inverted CharaController to reduce visual<>physics coupling (4/)
September 17, 2024 at 4:56 AM
so GiGi is my side ARPG project... HoloOdyssey is my main TRPG project, whose technical work is now underway 😎
=-=-=-=-=
- rigged a camera system, env lighting in test world, and world map select
- refining some system design tricks here to bring back to GiGi (promise!)

#hololive #gamedev #godot
September 17, 2024 at 4:52 AM
GiGi devlog catchup #7/7!
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work cannot stop the power train! 😤

... what is Le Cube up to?
+ core classes are tidier now
+ elden ring targeting w/ attacks rotating to target now! took a bit...
+ level blockouts 🥘ing!
- why build crash on other PC? is this vulkan?

#hololive #gamedev #godot
September 16, 2024 at 4:54 AM
GiGi devlog catchup #6/7!
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uh oh! gigi accidentally beat too much sense into them, so now they can fight back...

➡️ milestone 1: complete! LETSGO (2 more, tehe)
- behavior tree, move + attack ✅
- enemy input + transitions ✅
- death states and a silly basic UI!

#hololive #gamedev #godot
September 15, 2024 at 8:10 PM
yeah, it doesn't... and yeah, it's pretty low-res... LOL

wonder how feasible it is to do away with SDFGI and use some of the truetrace techniques here... writing that down for some distant future side project 😂
September 15, 2024 at 8:03 PM
GiGi devlog catchup #5/7
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please watch gigi knock back and beat up a trio of scrungly enemies 👊😤

NOOO LECUBE WATCH OUT---
- speedran enemy controller + state machine & added knockback!
- last item in M1 was to give the machine a behavior tree so that enemies can react 😌

#hololive #gamedev
September 15, 2024 at 3:16 AM
GiGi devlog catchup #4/7!
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uh oh! hitbox system and attack damage complete, gigi can actually just obliterate you now 😌
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- bone-attached hurtboxes ✅
- each attack has its own anim-triggered hitbox
- the coupling to the flexible stat system is clean asf!

#hololive #gamedev
September 15, 2024 at 12:06 AM
GiGi devlog catchup #3/7!
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gigi can now target an enemy... better run >:D
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improvements:
- gigi's punches have weight and impulse now
- proper input buffer now feeds the state machine
- base for enemies ✅
- enemies (such as LeCube™) can now be targeted + cycled

#hololive #gamedev
September 14, 2024 at 2:35 AM
notes I made after this went live on tweaks needed:
- add forward momentum to attacks, then proximal momentum when targeting an enemy
- write an actual input buffer to feed the state machine (fast)

also, here's the game's icon! it is very cute and clever 😌
September 13, 2024 at 8:02 PM
starting with devlog #2 for GiGi, one of my Godot hobby projects! (there are 7 total)
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gigi can now punch the ever-loving daylights out of you (ft. elden biboo)
#hololive #gamedev
September 13, 2024 at 8:00 PM