qew Nemo

@qewnemo.bsky.social

A creative man of action. Orthodox Christian. Developing qemical flood — a real time 3D technology based on smooth surfaces. Making games and creating worlds. qnemo.games

I participated in the GP Direct showcase again this year. You can check out my humble contribution showing early examples of the current generation of 3D sculpting in qemical flood alongside other homebrew graphics projects in the video below.

Jake S. Del Mastro@jakedelmastro.com · 2w ago

www.youtube.com/watch?v=EB7X... The GP-Direct Showcase is now live! Come see the finest in DIY custom game engines, made by our wonderful discord members! #gamedev #graphicsprogramming #indiegamedev

The core fundamentals of my smooth surface based rendering tech have become even more viable. I have seemingly implemented a workaround that makes the 32 bit precision output visually indistinguishable from 64 bit output. More testing is needed, but this is another huge leap.

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Here's the face constructed from simple distance-based functions I have shown earlier (including in the GP Direct 2025 showcase) rendered with the new technique.

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I have accomplished the core of my vision for the qemical flood technology. A reconstruction of arbitrary smooth surfaces from control points in real time. I wasn't able to quickly eradicate 100% of precision errors in 32 bit float precision, but it is pristine in 64.

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GP Direct is a showcase of independently developed videogames and game engines with emphasis on realtime graphics programming. It's full of soul, heart and skill. I was very impressed with showings of others and honored to be featured among them. Check it out!

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Jake S. Del Mastro@jakedelmastro.com · last yr.

It's finally here! I'm pleased to share GP-Direct 2025, the latest edition of the graphics programming discord showcase! No engine? No problem. We wrote our own! Thank you to all the talented people who participated! youtu.be/e9qK6EtqB-Q?... #indiegamedev #graphicsprogramming

Imagine there was an approach to 3D that let you freely set up control points in space which would be connected with smooth surfaces. Meaning you would have the simplicity of shaping 3D objects in Minecraft with the smoothness of extremely high polygon count meshes or SDF objects

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I'm continuing to improve how clean the freeform sculpting tools for my 3D renderer qemical flood are. I'm hoping to use it to produce graphics in my games soon.

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As I'm improving the sculpting tools I'm making keys and hearts that are substantially less creased. It's still not what I'd call optimal or clean but I would call that progress.

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I have finally improved the main rendering algorithm of qemical flood to be more organic and fluid, producing 3D surfaces that are less bumpy and more conformant to aesthetically pleasant and intuitive expectations. Along with it I have implemented completely free 3D sculpting!

The Lilac. A 3D model made with my own experimental 3D technology qemical flood based on parametric surfaces. Its goals are maintaining high degree of artistic control, creating 3D art efficiently and achieving a variety of aesthetics. The last shot is a height + topology map.

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