If you arenโt supporting trans people then itโs only a matter of time before nobodyโs supporting *you,* no matter what happens to us.
If you arenโt supporting trans people then itโs only a matter of time before nobodyโs supporting *you,* no matter what happens to us.
Its been a few years since I did any keyframe creature animation, so my most recent personal project has been exactly that :)
I referenced Daniel Fotheringhamโs quadruped blog quite a bit while learning his workflow, it was a lot of fun :)
Rig by Yang Xiao and Agora Community
Talking about applications of GPUs to 3D graphics.
youtu.be/VP-q4jFdU8c
i find this idea really fun, i could understand how it feels somewhat immersion breaking but i like the personality of such a system too much for that to matter to me tbh
I made a directional noise type I call Phacelle Noise which is pretty fast!
Is it new or does something functionally identical already exist? I'm not sure! But I didn't come across one like this yet anyway, so here's my findings:
blog.runevision.com/2026/01/phac...
#Graphics #Shaders #Shadertoy
A view from a cave opening of a tree stump and some abstract foliage in front of a waterfall
The Cave
i'll be using this displaced plane to represent the simulated surface, but right now i can check that everything is scaled correctly and that the computed gradient gives decent looking normals before i go further #techart
Screenshot of the unreal engine editor, with the third person template project level visible in the main viewport. The sidebar is visible on the right, slightly cropped, with the outliner and details panel both showing the selected niagara system sitting in the middle of the scene.
A top down view of the same scene as the first picture, in monochrome red. It is a heightmap, the further up an obstacle reaches, the brighter its color.
started a lil side thing that will hopefully finally let me build out my own library of tools and help me make the shallow water sim project ive been letting sit idle
for now, just a distance field capture as heightfield to get things going
quick engine test
I've overhauled my puzzle level generation so a level is now "grown" like cell tissue in a triangle tessellation. New elements can be inserted anywhere, and the whole level deforms to make room. This makes it easier to control topology and create paths that loops around areas.
#ProcGen #GameDev
้ชใฎ็ตต
Swen Vincke @LarAtLarian Holy fuck guys weโre not "pushing hard" for or replacing concept artists with AI. We have a team of 72 artists of which 23 are concept artists and we are hiring more. The art they create is original and Iโm very proud of what they do. I was asked explicitly about concept art and our use of Gen AI. I answered that we use it to explore things. I didnโt say we use it to develop concept art. The artists do that. And they are indeed world class artists. We use AI tools to explore references, just like we use google and art books. At the very early ideation stages we use it as a rough outline for composition which we replace with original concept art. There is no comparison. I talked about how we use ML here if you would like to know more: https://gamespot.com/articles/baldurs-gate-3-dev-embraces-machine-learning-for-tasks-that-nobody-wants-to-do/1100-6531123/ We've hired creatives for their talent, not for their ability to do what a machine suggests, but they can experiment with these tools to make their lives easier.
The thing thats so insidious about using AI this way is that one of the main ways artists get hired are studios looking for art references and they find us and reach out.
This is removing a major avenue to get work if they can just generate nameless derivations of our ideas.
oh that's really cool! figuring out the normals is where I left off last time I explored this DI, I'm very curious to see how you work it out!
wait no iterating directly over RTs is really messy as I realized recently, especially reading and writing in the same step
will mess up the RT in incomprehesible ways without proper ping pong buffering, which makes total sense in hindsight
The Grid2d Collection DI should do that automatically
Top down view of a rain puddle, with silt and other debris floating in the water creating intricate and abstract shapes resembling meandering rivers in some parts, and sharp erosion induced runoff in others
Side view of the same shallow-ish puddle, revealing the asphalt it sits on. The intricate shapes and patterns are still visible.
saw a really cool puddle the other day
L'interdiction des รฉvรจnements du Lyon Antifafest (moment majeure dans la rรฉgion) par la prรฉfecture du Rhรดne est une nouvelle preuve de la fascisation en marche. Soutenez les militant.e.s, bรฉnรฉvoles et intervenant.e.s, ce n'est pas possible de se soumettre.
Here's a cleaned up version with a little breakdown at the end. All made and animated with Substance Designer โจ
"Together, workers can transform their jobs, their careers, and their lives for the better."
Our statement of solidarity with 5 other game workers unions in Europe including @stjv.fr, @csvi-cgt.bsky.social & @gwuireland.bsky.social
www.gameworkers.co.uk/one-industry...
๐ข Avec 5 autres syndicats du jeu vidรฉo en Europe de l'ouest, nous affirmons aujourd'hui notre volontรฉ d'augmenter notre coopรฉration.
Communiquรฉ commun avec @csvi-cgt.bsky.social, FIOM-CGIL Milan, GDRT @social.verdi.de, @gwuireland.bsky.social et @gameworkers.co.uk โคต๏ธ
If you are curious how the morphs were made in Keeper, then you can watch me create this "monkey-bunny" from scratch utilizing the tech I developed for the game. Enjoy and let me know what you think. :)
www.youtube.com/watch?v=f9V_...
โ๏ธ
my mind is screaming PRETTY DOLLCORPSE at me as im reading your replies in this thread so i have to pass the message
utterly painful and sincere, gut wrenching in the best way possible
i could go on it's a raw fuckin album, french rap but i think there are translations being worked on
very quick doodle
Bonus post to end the week: If you are a graphics programmer do yourself a favor and get a MIDI board. It makes the work way more tactile and fun. Full props to Matt and @aaronmjacobs.com for getting me on the MIDI train. :)
Keeper's morphs are authored as scene-graph or more specifically as a scene-tree, which is evaluated bottom-up. I wrote a โcompilerโ which turns the tree into a command list which can be executed on the GPU. The compiler does a fair amount of optimization (e.g. dead branch pruning) to minimize cost.
two of them!
keine ahnung wie das alles in den Arbeitsspeicher passt, sind wahrscheinlich GPU Partikeln
Cats are liquid
Especially on Halloween ๐๐โโฌ๐
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Been working for 1.5 years as a solo game dev on Dungeon Tourists. I am so happy with how far I've got. There are still many things I want to do, but I am having a blast!