R H

@flinflonimation.bsky.social

Programmer, in Winnipeg, made a couple video games. Worked in VR. Open to freelance for Godot tech art. He/Him Some games here: https://rhill.itch.io Created Godot Egg Tools: https://rhill.itch.io/godot-egg-tools/

I’ve just been doing sdf generation the dumb way with get pixel and put pixel in a loop but a 4096 texture is taking a very long time to complete and I might need to make a compute shader version for the future.

Thinking how this flashlight beam works. Like obviously the dither/airbrush texture but like the beam isn’t just a consistent gradient but it darkens slightly where it transitions to the surface. How do you decide on doing something like that.

Flashlight beam

Bluesky needs a method for “dunk that is only visible to people who have interacted with this account before” Like if I could quote reskeet an account in a way where people who had never seen the account before could remain blissfully ignorant.

The new Ghost in the Shell does this thing where satellite shots will slowly rotate. It does kind of reinforce these are satellite views but I don’t know if that would make literal sense like if it’s something they would really do.

Also been playing with some fake light shaders. I’m starting to think they might be useful as tools for making Steam capsule art? Like grab a bunch of 3D models from your game and pose them.

Skull

Okay in practice the skinned particle emission is fighting me. Possible things I might still need to work around are scaling, something applying gamma curves to values I want to stay linear, and losing negative values.

Particle Man, Particle Man. Doesn’t do much because he’s brokan

Okay this is promising. GPU Particles can use an Emission Point Texture for emission positions encoded in rgb That texture can be a subviewport A skinned mesh stills work inside a subviewport that’s inside a skeleton I could make a shader that converts vertex position into rgb values.

Trying out some fake lighting shaders. You add each “light” as a material overlay on the mesh, and give a normal direction and scale and multiply it with a gradient, so it feels nice to tweak all this for a single shot, but might not make sense for a whole game.

Computer guy with a very shiny head

They attribute this Children’s Magjongg as circa 1920 but in terms of graphical vibes that feels wrong. I would hav guessed 1950 or so or have I missed some earlier work I’m ignoring?

Two cartoon children riding an elephant on the cover of a Mah Jongg box or something

Similar to the problem I had with Texture3D, if you use Angelcode BMFont In Godot there’s no fix Alpha Border import option so you can get this white halo if you use linear filter.

Close up of a big B where pixels along the edges are too white

“This video of a gameworld is a gameworld” is not as odious as “this video of your dead grandmother is your dead grandmother” but because a gameworld is itself a virtual thing instead of a real thing, it’s more work to clarify why it’s not actually the same thing.