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ruben3d

@ruben3d

Software developer. https://github.com/ruben3d

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31.12.2023
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Latest posts by ruben3d @ruben3d

Always gives me Duke nukem 3D vibes

26.02.2026 14:18 ๐Ÿ‘ 3 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

That was specially noticeable in Doom. The palette had almost no dark reds nor pinks and faded quickly into light brown

02.02.2026 16:38 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

You can always bake a GI solution such as radiosity in the vertex colours if you have enough density

24.11.2025 19:20 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
The Secret of Monkey Island, 16-color EGA version. View of the Melee docks as you enter the town for the first time (sunset) and subsequent visits (night).

The Secret of Monkey Island, 16-color EGA version. View of the Melee docks as you enter the town for the first time (sunset) and subsequent visits (night).

Trivia: I played the EGA version first, and felt later versions did not set the right mood at the start. Recently I found that the EGA version shows a sunset when you first enter the town, and the night version later, so you arrive there just at sunset, and everything else happens at 10pm iirc.

22.11.2025 15:07 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

For this particular case, I would go with 3D at a reduced framerate. Always felt that smooth pixel art animations felt out of place.

10.11.2025 01:16 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

The palm trees on the left look a bit like Europe. I can see Spain, France, United Kingdom, Italy, Denmark...

08.11.2025 17:57 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

With per-instance non-destructive modifier stacks you could have many variations of a common shape, ideal for rocks, grass, foliage, etc.

23.10.2025 22:10 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Got some Day of the Tentacle vibes

16.10.2025 13:37 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Many years ago, implementing disk and sphere area lights in a raytracer, naively went for random polar coordinates for sampling the surfaces. That produced very noticeably artifacts due to higher density when rho was small. Wolfram got me covered with their disk and sphere point picking articles.

24.08.2025 20:22 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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You might still get some convincing volume effect easily if the view never gets close: from the grayscale noise, use simple parallax mapping for volume, and the screen space derivatives (dFdx or ddx) to get a normal for shading (that's how I got the shading out of a grayscale texture here:)

03.06.2025 20:09 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Seems like an ideal position to get into volumetric clouds

03.06.2025 14:50 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

This one has Townscaper vibes

07.05.2025 10:52 ๐Ÿ‘ 17 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
Preview
GitHub - ruben3d/sandbox-sdf: Playground for experimenting with signed distance field textures for shape and text rendering Playground for experimenting with signed distance field textures for shape and text rendering - ruben3d/sandbox-sdf

And this is the Github repo, so you can have a peek at the source code and some extra information in the FAQ: github.com/ruben3d/sand...

27.04.2025 15:38 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
Sandbox - Signed distance field rendering

You can experiment with the live demo here: ruben3d.github.io/sandbox-sdf/...

27.04.2025 15:38 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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I added support for rendering some shapes too, based on the excellent work by @iquilezles.bsky.social

27.04.2025 15:38 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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It can render text, generate a SDF texture out of it, and then apply real-time effects, fully customisable with a variety of parameters. The idea is to animate many of these as a result of user interaction.

27.04.2025 15:38 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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I have been working on a signed distance field texture renderer, to develop a better understanding of how it works for a personal project. Using #Typescript and #threejs, the source is available #opensource (links below)

27.04.2025 15:38 ๐Ÿ‘ 6 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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Have you thought of randomising the path vertex locations per vehicle, within a radius ? That way they might travel at different speed, but be able to pass each other without much actual AI as the paths won't overlap that much

25.04.2025 20:58 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Coming from you, I can't tell if that's a picture or a render anymore

10.04.2025 16:04 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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The printed version

09.03.2025 20:04 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Impressive results! I bet that a spectral renderer would have created chromatic aberrations too

01.12.2024 22:25 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Actually I used the cyan, magenta, white and black from the most commonly used CGA palette. There are another two variations, but not sure if it is worth adding even more permutations to the graphic modes.

24.11.2024 15:50 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Thanks! Setting something quick and dirty up is easy, but seeing it through to the release, full of content, is the really challenging part. My most sincere admiration goes to those like you that get it done.

23.11.2024 01:51 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Thanks, that's my base reference! Re progress: not much, family, work and other projects take a toll on how much time is left for this :(

18.11.2024 21:56 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 1
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Short video showcasing a bit of gameplay and switching day/night and graphic generations:

17.11.2024 23:24 ๐Ÿ‘ 11 ๐Ÿ” 2 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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First post! I'm a software engineer developing graphics-related #opensource projects on my spare time. Check my profile for the GitHub link!

My retroflightsim project, attempting to recreate the late 80s-early 90s flight sims using #Typescript and #Three.js:

17.11.2024 23:24 ๐Ÿ‘ 53 ๐Ÿ” 8 ๐Ÿ’ฌ 12 ๐Ÿ“Œ 0