Syrsly

@syrsly.com

Articles at https://syrsly.com/blog YT: youtube.com/syrsly 2nd: @syrsly.bsky.social Creator of Bsky feeds. DM or use support threads to discuss feed issues. Online often but take tons of breaks. Only fans: https://twitch.tv/syrsly Love VR, soda, and art.

Just a small update, well, it was actually a big change to the system that took me days to figure out, but... I made the ocean practically endless by having it stream procedurally generated meshes as you get farther away from shore.

In the water, far from shore, we see the ocean shader has improved slightly and can see the beach's terrain far into the horizon. The sky also uses a cloud texture now.
Syrsly@syrsly.com · 2w ago

I can sculpt the caverns into the ocean plane easily enough but collision inside the cave tunnels is currently blocked off. Still, this view give me the idea that I should have the caustics effect inverted onto cave walls and ceilings.

under the terrain, you see a tunnel being built/dug into a ocean plane

Making a Blender character model for the first time in like... 8 years. This is for a game project with a late PS1 era visual style. I started with skin modifier and then applied that and used knife tool to cut extra polys into it for the face and cleavage areas. No textures nor hair yet.

Low poly female model with no textues and no hair. Ears are missing.

I'm looking to get into a new competitive shooter. Any recommendations? I heard of Spectre Divide right when it was shutting down... and Splitgate 2 was terrible.

Playing Splatoon Raiders later tonight! Super excited for this as a fan of Splatoon who simply doesn't like the Nintendo online experience.

"Jarvis, you suck." Bixby: "I'm sorry you're having trouble. Samsung is always working hard to - " blah blah blah "I don't believe you." Bixby: "I completely understand your skepticism and appreciate your honesty." "Tell Samsung they suck." Bixby: "Thank you for your feedback."

Played a couple new games today. New to me, anyway. I tried out the demo for an upcoming parkour game called "HYPER PRIMATE" that is actually a lot of fun but suffers from unoptimized hub assets and a weirdly designed onboarding plan and a lack of style.

I have an ocean/river tool that I'm developing separately to my terrain tool, but I realize now that maybe they should be combined so the river tool can dig holes using the path code. 🤔 This would make both tools better, right?

I have working SDF sculpting for terrains in Godot engine. Inspired by discontinued/deprecated assets I used to use in Unity but working way better and on lesser hardware. The field region expands as the tunnels go deeper or the terrain rises within a capped limit for performance.

screenshot of Godot viewport where a very basic terrain region is shown with a cave-like hole and a bunch of drawn-in pool-like holes. Walls are rock where the terrain has a sharp enough incline.