rchaining.bsky.social
@rchaining.bsky.social
Seeking rockstar programmer to inhabit my body from the hours of 9-5. 20 YoE minimum | He/Him | why on earth are you looking at my profile, I'm not worth your attention.
It's so exhausting. AI code reviewed by AI for logic and readability. Give the AI the pager then, let me sleep when it's fuckass code burns another million $$.
December 26, 2025 at 4:47 PM
Also the dots do stay in place when you turn the camera, by translating the screen uvs as the camera turns. It works for anything near the center of the screen, but the screentone is still 2d, and perspective warping on objects at the edge will always cause sliding.
December 21, 2025 at 6:27 AM
In a future iteration I'd probably sample a pre-generated screentone tex, though if I did end up with varying dot sizes I'd be worried about texel warping.
December 21, 2025 at 6:27 AM
For each pixel, find the distance to the nearest screenspace "dot". Apply a step fn. Calculated realtime b/c it's faster to iterate than making a new screentone tex and I could theoretically control the dot spacing/sizes using the distance. In the light function is another stpe for toon shading.
December 21, 2025 at 6:27 AM
+1 and check out Dungeon Chill for his glowing review of the demo
December 12, 2025 at 10:31 PM
I simply cannot be fucked to build a skeleton hand rn
December 12, 2025 at 10:02 PM
(It's honestly sort of a neat affect if I'm not specifically doing anatomy practice studying the shape of the skull, as implied by the lighting)
December 11, 2025 at 3:16 PM
Base color is theoretically just the color of the model before lighting is applied. Games often bake in lighting here anyway, for performance or style reasons. I imagine the scanning software just grabbed the color the camera saw, and put that onto the texture.
December 11, 2025 at 3:16 PM
Explanation, for non-3d artists. Open the link, press "i" to inspect the material (which is just information about how the model interacts with light). If you check "base color", it appears to already have shadows baked in, which will mix with scene lights from sketchfab's viewer.
December 11, 2025 at 3:16 PM
Hooooly shit the platform takes a 56% cut? Jfc it sucks out here.

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hakei
hakei is a comedy comic artist and an illustrator.
hakeism.com
November 25, 2025 at 11:09 PM
Oh cool work will be fun today
November 18, 2025 at 12:43 PM
Got em all on soma kinda sale in the distant past and they keep mocking me from my backlog. Did the later ones ever get better? Maybe I can try playing through DS 2 or 3 at some point
November 10, 2025 at 3:42 PM
The opposite of the soyjack pointing meme
November 4, 2025 at 5:16 PM
It's not obvious here but this makes it so trash can collect in the corners (like where the stairs intersect with the building). It's also easy to boolean out disallowed spots and theoretically I could manually increase the weights in others.
November 2, 2025 at 5:29 PM
Baked all the world geometry into an SDF grid. Scattered points on the ground and sampled the value of the grid at these points (translated slightly above the ground). Small values = more likely to have trash.
November 2, 2025 at 5:29 PM