Tiffany
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tiffany.moe
Tiffany
@tiffany.moe
aka https://social.treehouse.systems/@tiffany

she/her (english), ela/dela (português)
I started using material maker recently, it's an open source program for making PBR textures

it's a much nicer workflow for my pixel art style than the krita filter layers I was using before, although it does crash a lot
October 26, 2025 at 6:49 AM
I've been out of motivation on my godot project for a while, but today I got a foothold on it, converting star rendering to use compute shaders + CompositorEffect

I'm going to try a different way to fix the issues that I got stuck on before (unrelated to star rendering)
October 13, 2025 at 6:50 AM
I worked on rink this weekend, I'm hoping to get v0.9 out soon if I can, but there are a few big annoying tasks left to do
July 28, 2025 at 4:29 AM
I've been making a program that runs 3D cellular automata on the GPU using compute shaders, and renders using voxel raymarching

I can run 512x512x512 volumes in realtime on my PC
July 21, 2025 at 5:04 AM
I started making a procedural planetary system generator, starting from a raw list of elemental abundances + a bunch of formulas for various minerals

it's still pretty buggy but it's really cool to me that it's working at all
July 7, 2025 at 5:38 AM
June 21, 2025 at 10:07 PM
traveling so fast that the leftover light from the birth of the universe glows red hot
June 21, 2025 at 10:05 PM
I added an intercept planner and now it's much easier to get to places without overshooting by 400 km/s

it automatically activates when your closest approach to the selected object is inside its hill sphere (the area where orbiting it is possible basically)
June 20, 2025 at 6:16 AM
I got a basic version of spaceflight working
June 16, 2025 at 6:27 AM
I was struggling for hours yesterday to get this to work, but thankfully there was this super helpful forum thread from 2011:

www.gamedev.net/forums/topic...
June 10, 2025 at 4:57 AM
antialiased 3d line rendering in godot, with a convenient API

I might eventually release this as an open source addon
June 10, 2025 at 4:56 AM
I worked on my project this weekend, I've mostly been refactoring stuff, but I did add some nicer UIs
June 9, 2025 at 5:49 AM
I accidentally made the distance between stars just a little bit too large and everything clamped to the maximum size of a 64bit integer

the box edges look cool

I tried clamping the position to a sphere to see what that would look like too
June 1, 2025 at 10:14 PM
doing a big refactor of my project so that I can actually start working on game systems (a lot of the current code is a mess)

I'm using data oriented design (for perf + for fun), which means lots of schemas

I just got done with orbits & stars:
February 24, 2025 at 4:39 AM
updated version
January 13, 2025 at 12:53 AM
I've spent so many hours trying to understand how trees work

I tried different tree creator programs, none worked the way I needed, so I started writing my own that works at runtime (currently <3ms to generate this tree)

I also painted the leaf bunch and bark texture
January 12, 2025 at 7:08 AM
continents, tree lod, and a bunch of other changes
December 30, 2024 at 6:28 AM
made a sand texture and then added support for multiple terrain materials (this is the first working version, there's still some bugs to work out)

the water looks a lot nicer when there isn't grass under it
December 17, 2024 at 5:46 AM
I've been on a quest to render an entire spherical planet in godot, without destroying the framerate on my laptop

I got the terrain LOD working recently, and today I made a water shader
December 15, 2024 at 4:08 AM
I made a volumetric clouds shader in godot

it was fun and I learned a few things about ray marching
December 14, 2024 at 5:22 AM
I made some progress on my godot project, added the start of a scenery/clutter spawning system

I needed to use MultiMesh and direct RenderingServer/PhysicsServer access to avoid destroying fps

everything is still placeholders, I'll have to make a bunch of rocks, plants, and ground textures
December 1, 2024 at 4:28 AM
I beat factorio space age, it took 137 hours (been playing it since it came out a month ago...)

my most recent playthrough of the base game (v1.1) took 40 hours for context

very cool expansion pack. I liked fulgora a lot
November 28, 2024 at 7:07 AM
fractal cool S

I saw a meme about a cool S made of cool S's, so I made it into a fractal
November 27, 2024 at 5:11 AM
I found out today you can tile a sphere with quads using a rhombic dodecahedron, and made this in blender

doesn't seem better than a cubed sphere in most cases, but it does get some usage, like the HEALPix map projection
October 28, 2024 at 3:59 AM
amo que essas são as três línguas mais importantes do bluesky
September 1, 2024 at 12:19 AM