An Alex
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salusasuckondeez.bsky.social
An Alex
@salusasuckondeez.bsky.social
26, Nerdy goth thing 🔞 mdni

Queer weirdo.
November 26, 2025 at 8:30 PM
These parts!
Way easier to see on a 4K display rather that 1080p youtube compression, but like I remember thinking "hang on, how are they doing that?"
October 15, 2025 at 4:35 AM
😱😱😱
October 13, 2025 at 3:10 AM
Correct
October 8, 2025 at 4:07 AM
Damn, sounds like some kinda smartphone!
October 5, 2025 at 11:42 AM
02 - "Weave"
#Inktober2025
October 2, 2025 at 12:29 PM
We stan an anti-capitalist king
October 2, 2025 at 8:43 AM
01 - "Moustache" #Inktober2025
October 1, 2025 at 12:50 PM
Fuck it, we ball(point pen)
October 1, 2025 at 12:27 PM
September 30, 2025 at 3:07 AM
I actually didn't know that a part of Jupiter is officially referred to as "The Halo Ring", that's neat
September 28, 2025 at 8:52 AM
But can they get close to a videogame?
September 27, 2025 at 9:46 AM
You can add some amazing detail to low-poly meshes simply by marking certain edges to be rendered as Sharp.

Surely it wouldn't be *that* hard (I say as a totally novice programmer) to create a similar method for pixel filtering? 👀
September 11, 2025 at 7:35 AM
One of my biggest struggles when first using Blender was deciding whether to use Flat shading on meshes (Left) or Smooth shading (Centre), until I eventually learn of Auto-Smooth (Right) where the edges are dynamically blended or sharpened depending on the surface angle.
September 11, 2025 at 7:32 AM
I know well enough that this sort of calculation comes up often enough in shader scripting, but I can't recall seeing it used for this purpose, of looking at the RGB values for each pixel and determining, for instance, "oh, this edge should be sharp, this edge should be blurred" etc
September 11, 2025 at 7:18 AM
Here's a simple mockup in blender that's *similar* to what I'm after, but nowhere close to achieving it - I simply subdivided the mesh to the pixel count, selected the "sharp" faces and changed them to have Closest texture filtering enabled
September 11, 2025 at 7:07 AM
So I've got a super interesting question I'm sending out to any shader and texture experts out there -

When it comes to low-res textures, the two most common ways for pixels to be filtered are either Closest (sharp but noisy) or Linear (smooth, but muddy)

I want to know if there's a hybrid form.
September 11, 2025 at 7:01 AM
Where bug

Release time was 80 minutes ago 😔
September 4, 2025 at 3:18 PM
Or these
September 2, 2025 at 4:12 AM
Imagine Max Payne's jump diving but more like this:
September 2, 2025 at 4:10 AM
Live slug reaction
September 1, 2025 at 4:13 PM
Hmmm
This would seem like evidence against previous accusations, but 2.4K in two hours versus 3.1K in two *days* means there's still variables to be determined 🤔
August 19, 2025 at 11:35 PM
Thinking this is likely an AI-generated video.

This original image has been around for years, and OP's telling me that it's just the first frame of a video that I hadn't seen until now?
August 19, 2025 at 2:12 AM
July 17, 2025 at 12:33 PM
July 8, 2025 at 12:09 AM