Me shamefully admitting that I only made $50m last year, and being asked to leave the dinner party
Me shamefully admitting that I only made $50m last year, and being asked to leave the dinner party
The person who invented touch sensitive, buttonless earbuds should apologize for what they've done
And it's barely even a theoretical good at all. Mass unemployment and surveillance is really bad
This looks super good
Why do ICE agents keep standing in front of cars are they dumb
I don't get the reference.
Just in time for the new Reagan administration
I was okay with Nazis, but I draw the line at Hitler
Ended up staying up all night, but now I've got a fancy graph editor plugin working in godot, pretty neat.
π¦πππ§π§ππ ππ₯ππ π£π₯π’π§ππ¦π§ πππ¦π§ π³πΌπΏ **ππ¨π‘π π΅-ππ±**
PLEASE SHARE WIDELY
Protests are listed by category:
ππ¨π‘π ππ° π‘π’ πππ‘ππ¦ πππ¬, πͺπππππ¬, & πππ‘π‘ππ₯ππ‘π
And then by day of the week within each category
*****π¦ππ§π¨π₯πππ¬, ππ¨π‘π ππ° (1/24)
I choose to believe the message of Clair Obscur is to never make an online game. Because someday you'll have to shut down the servers, and everyone is gonna be sad
But what about Strand-type games? We need Donkey Kong Stranding
It looks like the grass texture is set to point filtering? For performance reasons, the sampler falls back to hardware filtering when the mip level is greater than 1
I should have set up @nakatija.bsky.social's renderer awhile ago - took my scenes from odd lowpoly -> #n64 look and feel
If you're using the rendering kit, make sure the color space is gammaπ
Well we're heading towards the 1930s depression. Might as well make the most of the situation
BK just does not age. Every time I see it I'm like "Golly, that looks good"
stop n swop
stop n swop
ice key
I feel like I can attribute much of my lasting brain damage to this
My kit is almost fully platform-style ambidextrous now
Here's a comparison of my geometry reconstruction methods, and how they handle affine interpolation. N64 using frustum based clip and fan, and PSX using frustum-agnostic proximity subdivision.
I'm adding a new proximity subdivision option to my render kit. This can help reduce the nastiness of affine textures if you choose to use them.
In our next Tiny Glade update we'll bump the light limit from 32 to 32k while keeping the cost more or less the same.
The small limit has been a cop out, as we didn't quite know how to render huge numbers of (screen-space) shadow-casting lights without severe performance degradation.
Turns out she was tired but now she's rigged and tired, with a filter.
Using @nakatija.bsky.social's unity n64 rendering toolkit & #crocotile
I've been playing the Silent Hill 2 Remake, and I really appreciate the bold decision to use a dirty bathroom as the title screen
For anyone wondering why N64 games used texture filtering despite how blurry it made surfaces look, the alternative often produced a very sawtoothy effect due to low UV precision. It's worth noting that the PS1 would likely look the same if it managed to support perspective correction
You can find it here ‡οΈ
assetstore.unity.com/packages/vfx...
New updates to the Nakati64 Rendering Toolkit. We now have temporal accumulation blurring control. There's also support for 240i and 480i in addition to 240p output.
You can find my kit here!
assetstore.unity.com/packages/too...