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
How it started vs how it's going with regards to the duck.
July 11, 2025 at 8:51 PM
I'm also actively brainstorming what kind of interactive toys and examples I could give exclusively to my supporters on top of the publicly available tech demos.
July 5, 2025 at 9:24 AM
But as I'm getting into making more and more complex 3D models I sincerely expect the updates to become more juicy with objects from my game projects, my fictional worlds and ultimately in-game scenes.
July 5, 2025 at 9:24 AM
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
If you want to see more visual styles and lower the effort required to make graphics, you can help it happen.

I have posted updates to my Patreon.
www.patreon.com/c/qNemo
Get more from qew Nemo on Patreon
creating experimental video games, music, computer graphics art
www.patreon.com
July 5, 2025 at 9:24 AM
Whether it reaches the absolute peak of what it could be remains to be seen, but it could definitely be much more than it already is.
If you want novel independent research into videogame technology to happen, you have a chance to help it continue and flourish.
July 5, 2025 at 9:24 AM
qf is an experimental 3D renderer utilizing well known approaches like parametric surfaces and raymarching with a plethora of custom solutions to deliver intuitive smooth 3D. It's already a long way along towards the vision described above.
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
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
that allows you to alter and sculpt the surfaces yourself. It will be a while before my 3D editor is ready for regular users but that way you can still get an early taste to get the idea of the possibilities.
February 27, 2025 at 11:59 AM
I certainly expect my Patreon updates to become more juicy and substantial as the technology matures, since I'm going to make actual games with it. I'm also considering making a more interactive tech demo exclusive to Patreon supporters,
February 27, 2025 at 11:59 AM
I'll also update my Patreon with posts about the development process, I don't go into any technical specifics (!), it's more like a diary of a madman, but I share some visual glitches that I found interesting while developing, some of which I might reproduce intentionally later.
February 27, 2025 at 11:59 AM
I'll start posting some simple models until I finally shift to releasing more complex and beautiful ones and of course update the tech demo as soon as I can.
February 27, 2025 at 11:59 AM
Now I will need to do a lot of cleanup (the research version of the main shader is almost 2 megabytes of pure text, which is obviously insane) as well implement some core model editing features into my editor.
February 27, 2025 at 11:59 AM
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