Show me someone who brags that Claude writes 99% of their work, and I'll show you someone who's job is 99% writing boilerplate.
@littlepolygon
Independent Game Programmer solo developing an anime/mecha arcade-game, NIGHTSHIFT GALAXY. He/him. WISHLIST: https://store.steampowered.com/app/3038700/Nightshift_Galaxy DISCORD: https://discord.gg/EAncTCUnHY
Show me someone who brags that Claude writes 99% of their work, and I'll show you someone who's job is 99% writing boilerplate.
Nancy 3/4/26 π
I am overjoyed to see that this picture is still exactly where I left it on the internet and nobody has noticed.
Yesss touch the orb that makes you evil!
Finally got around to work on our shoreline shader for #surfpunk game.
Based on the wonderful tutorial by @cyanilux.bsky.social β€οΈ
#gamedev #indiegames #vfx #realtimevfx #techart #unity3D
I'm using the same mesh for collision (since it's static) - when I add render detail it'll be as LODs
Yah -- I stretch within limits, and just model different "stamp" meshes as needed.
I put that method, and some other shorthands, on a subtype that's marked "Blueprintable" so I can make BP-components to hold all the mesh-specific methods (e.g. in this case I added a BPC_NineGuideScaleableMesh asset) so they can be reused across different GeneratedDynamicMeshActor blueprints.
Some implementation details:
I'm using a hidden PoseableMeshComponent to adjust the bones before copying them to a dynamic mesh. For Geometry Script to see the updated bones you need to bind a BP function to call RefreshBoneTransforms().
They can be dropped into the scene as-is, or chained with a Geometry-Script pipeline to do repeated-stamping, further deformation (e.g. following a spline), or CSG booleans (union, intersection, etc).
OK, this is all working in real-time in the level editor.
To clarify: I'm not "procedurally-generating" anything, I've just rigged enviro kit-pieces with joints (like a character mesh), "posed" them, and baked them out to static collision.
Our first Unreal Engine 3 president
Yooooo I just realized I can use this same technique for things like nine-guide-scaling or bevel-adjustment without having to make a bunch of conventions or extra configuration! I'm so smart!!
Let's goooo, I just had a brainstorm -- Geometry Script can copy skeletal mesh skins to static geo, so instead of doing highly custom deformations, I can just rig complex stamps like branches, and use posing for adjustment -- and the leaf bones mark up precise "junction points."
Pipeline for distortion + stamping cross-section meshes along a spline. I only had to write one small(ish) helper function (converting the X-coordinates of the source stamp to spline-distance ranges & getting the relevant anchored transforms), instead of the whole damn thing.
One nice bit about #UnrealEngine Geometry Script is that there's enough "batteries included" library functions built-in that I usually only have to add one or two small C++ utilities, instead of the whole pipeline.
Development screenshot from my game, Nightshift Galaxy. Right: a "stamp" I authored in blender that's like a cross-section of a tunnel. Left: the stamp repeated and distorted to follow a tunnel-spline.
Back in the saddle working on my "scaffold" level-editting system for Nightshift. I got a bit exhausted having to procedurally topologize everything (esp texture UVs, ugh), so I'm experimenting with making mesh "stamps" in blender that are distorted & combined in the game editor.
Whale bros, from Abraxas and the Earthman by Rick Veitch, 1983
Oh shiiiiitt!
Whale song? No, we're pod-casting.
γθΆ ζη©Ίθ¦ε‘γγ―γγΉγγΉγ±γγγ
EPIC Illustrated cover, Marvel Comics, cover date April 1983
Generation Zero, by Pepe Moreno
More budget-bin finds -- Pepe Moreno! Mike Kaluta! There's even Syd Mead key insert pages they don't even call out on the cover.
Love how Moreno draws post-apocalyptic NYC like it's the megastructure from BLAME!
A more poetric answer would be "the space between two orientations" which is why is shows up in animation. My fav demonstration of this metaphor is "Air on the Dirac Strings" from 1993 which recognized them in the twist of a phillipine wine dancer's arms: youtu.be/CYBqIRM8GiY?...
Explaining quaternions via analogy, because visualization is tricky.
Recovering math major; can't help myself.
Thurs Feb 26, 7pm, Cafe Mustache GENIUS NIGHT Hosted by Tom Harrison Feat. Joe Anderson, Gwynn Fulcher, Arish Singh, Patrick Cosmos, Josh Watkins, Will Sonheim
This is tonight. If you want to see the Sickos do comedy live, you gotta go. We're literally gonna be doing that
70s-style Robot Anime Geppy-X remaster announced for PS5, Xbox Series, PS4, Switch, andΒ PC
Publisher Bliss Brain and developer Implicit Conversions have announced 70s-style Robot Anime Geppy-X, a remastered version of the 1999-released, Japan-only PlayStation game 70's Robot Anime Geppy-X. It willβ¦
Is there a $5 word for this?
You like some franchise and read/watch all of it, including all the paratext and lore and big-fan-productions, but time-passes, your taste changes, you lose interest -- but then you feel a perverse desire to use your knowledge to needle extant fans? "Insider-Hater?"
Tfw you still have some edge cases to fix in your procedural locomotion system #gamedev
this is who runs this account
Kit Kanzaki, from my game Nightshift Galaxy, doodled during a work call.
Almost three months wo updates about da game... I'm jonesing to share as much as yinz want to hear... I promise I'm getting close to an update...
Black and white still from Seijun Suzuki's "Branded to Kill" (1967) featuring Joe Shishido mid saunter in a tank top and tight jeans with his belt undone.
Shout-outs to the incredibly slutty tank top Joe Shishido wears for only two shots in Branded to Kill.
ππ
Saw a gay truck