#vertices
MGS seems to be pulling yet another trick on top of that:

Vertices are subtly animated to oscillate, making the water flow seem more irregular.

This irregularity is enhanced by the typical polygon wobbliness of the PS1.
November 22, 2025 at 3:12 AM
polishing up the #librequake shotgun textures. original work by the equal parts talented and lovely @adaya.bsky.social

200x200px texture, #quake 1 palette, 206 triangles/229 vertices
November 17, 2025 at 5:57 PM
An frequent trick to enhance the waterfall effect is to slightly increase the distance between vertices (or squash texture coordinates) as the geometry goes down.

This affects the scrolling velocity for the texture in each section, making it look like gravity is accelerating the water.
November 22, 2025 at 3:12 AM
Tonight! 11:30pm EST!

HUMP DAY and you know what that means! We've got haunted gas stations, creepy observatories, and supermarket axe murders! Time once again for a dive into itchio's indie darlings!
Chill vibes and wobbly vertices abound!

JOIN US HERE!
twitch.tv/BonniculaLive
November 20, 2025 at 3:45 AM
For Max to Blender peeps - is there any native way to do this now? Select verts, switch to an orthographic view, and then align all to the left most/top most/etc based on that view? Using a plugin here but it's broken for 5 rn.
November 19, 2025 at 1:49 AM
Pythagoras started a math cult that worshiped a triangle with 10 vertices which I just think is neat. The cult was horrible, but like... It's a math cult.
Man, everything is so bleak, anyone got a fun fact or little bit of trivia they want to share
November 21, 2025 at 3:56 AM
found this reply where I tried to explain what is vertex color, might help others!
November 18, 2025 at 7:05 PM
Day 5 part 2. got cube generation with ArrayMesh working!! YIPPEE!!! This was one of the scariest parts for me so I'm really proud that I got it to work 👍

#minecraft #godot #gamedev #indie
November 21, 2025 at 6:28 AM
I've been working on a cool project where I recreate a local-to-me landmark for a future VRChat world. I'm particularly proud of the bridge so far. I followed a 1930's planning diagram and used single vertices connected with edges. Then I used a "Skin" modifier in Blender to create the thickness!
November 18, 2025 at 11:39 PM
hi i decided to write up a little guide on merging vertices while i was working on a project bc i dont think ive seen any around on this topic
#vanillacreatives
how to combine meshes seamlessly
how to combine meshes seamlessly by bluberry
docs.google.com
November 15, 2025 at 1:38 AM
back in the 70s they used to subdivide triangles like this
November 14, 2025 at 12:22 AM
Le pitch de la conférence

Introduction à la programmation graphique 3D dans le monde de Minecraft. Où l'on parle de vieux jeux vidéos, de vertices, de triangles, de voxels, de matrices, de shaders, de faces cachées, de shading, de ray casting et plein d'autres choses
November 18, 2025 at 5:46 PM
- and then I add the newly created vertices from the extrude to the new vertex group, and remove them from the old one. Then I use a second shrinkwrap modifier and target the new vertex group with an offset that causes it to be "raised" off the base mesh it's shrinkwrapped to by a specific height.
November 16, 2025 at 2:22 AM
Blender: "Use M to join these two vertices :D"
Also Blender: Doesn't respond when pressing M

HNNNNNGGGG
November 15, 2025 at 8:47 PM
Tonight! 11:30pm EST!

HUMP DAY
Let's take a breather and vibe out with some of itchio's indie horror oddities

Chill vibes, wobbly vertices, crunchy textures, the occasional axe murderer

Join us here!
twitch.tv/BonniculaLive
November 13, 2025 at 3:38 AM
... So I’m currently implementing a routine to automatically generate index buffers from raw vertex streams - detecting duplicate vertices, building an optimized index list, and producing a compact vertex buffer that is GPU-cache friendly.
🚀💻👨‍💻
November 16, 2025 at 3:17 PM
After like three weeks of tinkering I've finally found evidence that the dead tokens in Qwen 3 4B Instruct 2507 occupy four vertices of a hypercube. After looking at it through float32 precision forever I decided finally to look at the bfloat16 numbers and the lattice structure is right there.
November 16, 2025 at 2:01 AM
#CMSpaper: Search for long-lived particles using displaced vertices with low-momentum tracks in proton-proton collisions at √s = 13 TeV (arXiv:2511.08212) https://arxiv.org/abs/2511.08212 #NewPhysics
November 13, 2025 at 4:04 AM
Ah yes, let me just clean up some of these vertices real fast--

#blender #vrchat #WIP
November 11, 2025 at 7:21 PM
Fruitful morning! Increased performance of fill mesh generation by a blistering 2600%!

Spline points are now cached and vertices are processed in parallel on all cores 🚀 Makes for very smooth iteration. #unity3d #pcg #gamedev #indiedev
November 10, 2025 at 10:05 AM
Without one of the 3 vertices of the triangle in place, well the whole structure collapses. As I hit the apex of my body, the seat felt like it had a little further to go, slipping out from under me. I came down HARD. Full belly flop from a good 10-12 feet in the air right onto my left arm.
November 13, 2025 at 7:48 AM
I'm working on a review of Karen Hao's "Empire of AI" that basically boils down to this: the thesis is beautiful and well-supported, but Geoffrey Moore might have a thing or two to offer in re crossing chasms. Most lay readers understand linearly, not in terms of the edges and vertices of a graph.
November 11, 2025 at 4:03 AM
eh... I really need to figure out the front section.. also subdiv for the shell is kinda working against the process... too many vertices

#b3d
November 11, 2025 at 2:43 PM
Vertex Ceelie can't hurt you.
Vertex Ceelie:
November 9, 2025 at 10:04 PM
The number of triangles and vertices sickens me.

A pedal of this caliber deserves 2x the number you gave it. 🙃
November 11, 2025 at 2:15 AM