John Nesky

@johnnesky.bsky.social

Makes games and creativity tools. Introverted. he/they 🏠 https://johnnesky.com 🐘 https://mastodon.gamedev.place/@johnnesky 🎹 https://www.beepbox.co 🧱 https://johnnesky.com/twitter-shaktool/shaktool/status/1483153916493590528/

stumbled on this interesting reverb allpass delay calculator website - polarity.me/posts/helper... - i think trom a member of the bitwig grid community. the IR it generates is quite nice in my initial quick test, tho i suggest an allpass feedback of 0.75 rather than 0.5

All-Pass Reverb Calculator - Diffuser Delay Times for Bitwig Grid

Calculate all-pass delay times for smooth reverb tails. Pick a preset for plate, hall, shimmer, or metallic reverb, set the first and last delay in ms, and the calculator spaces each diffuser stage to...

polarity.me

I’m happy to announce the release of a new open source 3D physics engine called Box3D. I’ve been working on this project for a few years now, but it represents over 20 years of experience writing physics engines for games. Read more here: box2d.org/posts/2026/0...

Announcing Box3D

I’m happy to announce the release of Box3D, an open source 3D physics engine. It is now available on GitHub. Box3D repository You can think of Box3D as a fork of Box2D, extended with many features nee...

box2d.org

[ 1/31 ] 🧵 Time for yet another megathread of my favourite satellite pics. This time I have 123 images processed by me in 2025 *. Various dates, random places. Most of them were taken by Sentinel-2, some by S-3 and one or two by Landsat. *There's one more pic that isn't mine, but it's so good 😊

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Camera rewrite proceeding apace: it casts two spheres - one the size of the camera, the other slightly bigger, it uses the latter as a soft target, with the former as a hard limit on how far away you can go. Satisfying - I had been far too tolerant of penetration until now. #OeufGame #GodotEngine

I've spent *years* researching 3D Platformer Cameras in hopes of making Slime 64's camera "not terrible." In this thread, the White Cylinder is the Camera Target (slightly above the player!), and the Orange Cones represent the "vertical dead zone" where the camera won't follow player movement.

The contract is that I will willingly suspend my disbelief and accept the storyteller's contrivance. But in return I expect them to earn or minimize their contrivances. I expect major coincidences to occur at the beginning and start the ball rolling, not provide solutions at the end.

🎯 Straight to the point: Bosca Ceoil Blue 3.1 is now in beta! In this first update for the new Bosca you'll find - Browser version! - New editing tools - Reworked export and import - Improved GUI - And, many many fixes and tweaks! Read on and download it NOW! yurisizov.itch.io/boscaceoil-b...

Bosca Ceoil Blue 3.1 is now in beta!

After several months of development version 3.1 is ready for testing! Everyone is invited to help ensure that this release is as solid as it can be before we officially break open champaign. In a week...

yurisizov.itch.io

A radius in a square (or other regular polygon) is the distance from the centre to a corner, because these are always the same length, but distance from radius to any arbitrary point along the edge will vary. Apothem is distance from centre to the middle of an edge (where it meets@ 90°)

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Not sure if I'm just slow to realise this- but I follow a lot of international art accounts, especially Japanese and Spanish language ones, and I wasn't seeing them in my feed as my content language was set to English. If you deselect every language under content language you should see everything.

The languages settings tab within bluesky. The "content languages" section is set to "select languages"

10th anniversary Journey thread, recreated: I was the art director of thatgamecompany's Journey. It set the course of my career and my art. I'm forever thankful to the community of players and their incredible love for the game. This is a thread comparing early dev images and how things shipped.

The intro title shot from the PS3 game Journey. This is from the finished game. The title "Journey" is displayed above a distant mountain, with the player character seeing it from atop a sand dune.The intro title shot from a work in progress version of Journey. The title's font is different, the composition is asymmetrical, and the distant mountain is not as tall as the final version.My initial sketch for the title shot for the game Journey. A simple, small line drawing featuring the player character in the foreground and the mountain in the distance.