Samperson
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samperson.bsky.social
Samperson
@samperson.bsky.social
doing the undoable nobody's undone
i see at least one person is bookmarking this
if anyone reading starts playing with this, please let me know, i would love to follow along
November 10, 2025 at 11:03 PM
i think the idea is if they lose enough money they'll hit underflow and wrap around
November 10, 2025 at 10:14 PM
both of these thoughts might be deeply flawed for reasons i don't have the experience to recognize yet, i'm still learning, but if i don't get them out somewhere it is going to haunt me. and now it is done, thank you, i yield my time
November 10, 2025 at 10:12 PM
my first impulse is just ('just') baking the volume mesh + slapping a realistic fake-volumetric material on the surface - but you could totally try the exact opposite, leaving it real-time and using a worse, obviously-thin material, evolving the look of PS2 light shafts with heavier dynamics
November 10, 2025 at 10:11 PM
you're totally right! it's this exact thing, then instead of doing raymarching, you'd branch off here and do ~something else~ with this mesh

....i'm trying really hard to resist learning new things until i have a few more of my projects finished, and this is making that harder
November 10, 2025 at 9:38 PM
i'm not! i'll do that
November 10, 2025 at 7:22 AM
i'm really excited to see it continue to grow!
November 9, 2025 at 7:39 PM
whoops typo in the first post- it's crazy there aren't *more 3D level editors
i think the things i said are cool, are cool
November 9, 2025 at 7:35 PM
i haven't caught up with half-edge in a while, it looks fantastic now!
freya's tools have always been some of the best in class

and yeah, same!!! hell, i wish i could fund that. if someone could put another few hours in my day that'd be fantastic
November 9, 2025 at 6:14 AM
and i mean specifically level editors that just let you play with shapes and space
on the unity side, probuilder and umodeler basic have Tremendous Issues whenever i use 'em
(umodeler x might be good?)

realtimecsg is awesome, but its evolution chisel is (understandably) stuck on the backburner rn
November 9, 2025 at 5:02 AM
there's scythe for UE folks
and trenchbroom if you really wanna marry yourself to quake designs?

and that's most of it?

everything else i'm aware of is in some half-dormant half-alive purgatory state
it's just wild there aren't more resources being given to trying to solve this
November 9, 2025 at 4:59 AM
very excited to see this someday
November 6, 2025 at 7:30 PM
wild set of problems to be solving at once, this looks sick!
camera juice looks great too, even switching orientation going through portals
November 6, 2025 at 7:24 PM
DUDE I'VE BEEN TRYING TO GET PEOPLE TO TALK ABOUT EARLY GAME MAKER GAMES FOR AGES

THE YYG PLAYGROUND ARCHIVE IS INCREDIBLE
November 6, 2025 at 7:23 PM
You are speaking my language
This looks great! What's your approach to building the engine been?
November 6, 2025 at 7:22 PM
That sounds so sick, can I see examples??
November 4, 2025 at 2:08 AM
i don't know!! it feels like most of our research went into creating 'true' volumetrics with raymarching, instead of designing increasingly fucked up tech around light meshes

just because one method looks "objectively superior" or whatever boring justification we can name
November 4, 2025 at 12:31 AM
To be super clear - I'm just talking about ways to automate this process instead of manually creating these meshes (or kitbashing from a set of preset shapes)
November 4, 2025 at 12:13 AM
Like could you just do the opposite of stencil shadow volumes? Someone must have tried this before.
November 3, 2025 at 10:51 PM
my god
October 19, 2025 at 8:33 AM
anyway. any of you done Wordpress Paywalling before? know anyone who has? i'm here to learn
October 18, 2025 at 5:14 PM