qew Nemo
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qewnemo.bsky.social
qew Nemo
@qewnemo.bsky.social
Developing a technology for efficient creation and rendering of beautiful 3D — qemical flood. Making games. Love art and tech equally. 🧪 🎨 🎭 🎮 Orthodox. ☦️
qnemo.games
GP Direct is a showcase of independently developed videogames and game engines with emphasis on realtime graphics programming. It's full of soul, heart and skill. I was very impressed with showings of others and honored to be featured among them. Check it out!
August 11, 2025 at 1:10 PM
Working towards a face.
August 1, 2025 at 7:24 AM
How it started vs how it's going with regards to the duck.
July 11, 2025 at 8:51 PM
Here is a more gentle version of my 3D lilac.
July 11, 2025 at 8:51 PM
I don't go into technical details there, I just share my experience working on the project and show visually interesting glitches I have encountered on the way. So it will read a bit like a diary of a madman at the moment.
July 5, 2025 at 9:24 AM
You could have completely free form sculpting while also utilizing CAD-like design approaches whenever necessary. And all of this was viable to be rendered in real time in videogames.
qemical flood is aiming to be this approach.
July 5, 2025 at 9:24 AM
Imagine there was an approach to 3D that let you freely set up control points in space which would be connected with smooth surfaces. Meaning you would have the simplicity of shaping 3D objects in Minecraft with the smoothness of extremely high polygon count meshes or SDF objects
July 5, 2025 at 9:24 AM
I'm continuing to improve how clean the freeform sculpting tools for my 3D renderer qemical flood are. I'm hoping to use it to produce graphics in my games soon.
June 13, 2025 at 5:58 PM
Better, I think.
May 28, 2025 at 8:35 PM
As a bonus demonstration of the current state of qemical flood rendering, here's a torus produced with values computed with a torus formula. This is not an SDF torus, it's still a surface formed via arbitrary control points. You can see their distribution on the right image.
May 23, 2025 at 6:04 PM
As I'm improving the sculpting tools I'm making keys and hearts that are substantially less creased.
It's still not what I'd call optimal or clean but I would call that progress.
May 23, 2025 at 6:04 PM
The new algorithm ended up being somewhat more performant than I expected while working on it, due to the relative simplicity of the final implementation and certain additional benefits it provides. I didn't expect this video to be recorded at 60 fps.
February 27, 2025 at 11:59 AM
I have finally improved the main rendering algorithm of qemical flood to be more organic and fluid, producing 3D surfaces that are less bumpy and more conformant to aesthetically pleasant and intuitive expectations. Along with it I have implemented completely free 3D sculpting!
February 27, 2025 at 11:59 AM
Merry Christmas! ☃️
December 24, 2024 at 8:58 PM
The Lilac.
A 3D model made with my own experimental 3D technology qemical flood based on parametric surfaces.
Its goals are maintaining high degree of artistic control, creating 3D art efficiently and achieving a variety of aesthetics.
The last shot is a height + topology map.
December 13, 2024 at 6:57 PM