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@nasser @toxi to be fair, the right way to work with AI is to actually build it yourself. None of that stuff is magic or a black box when you actually dig into it, but the way it is currently being hyped, as a consumer-facing prompt interface to a pre-trained model, is pretty boring indeed. Building and training your own models, especially if you write things from scratch is an explorative and intentional process no different from any other kind of creative coding.

second star placement prototype 01:
shape function. the code for generating stars in each sector now uses a socketable function which governs density.

this function could be anything, with arbitrary complexity (spokes, clusters, etc.) but this test is a simple linear falloff.

High On Life spoilers 

not me at 2 a.m. watching half of "Tammy and the T-Rex" on a TV inside of High On Life thinking it's some kind of AI-generated interdimensional cable fever dream

Test scene in Blender Eevee and the same scene exported as a GLB into my engine.

Morocco played a phenomenal game but the French machine cannot be stopped.

🇦🇷 🇦🇷 🇦🇷 🇦🇷 🇦🇷 🇦🇷 🇦🇷 🇦🇷 🇦🇷

This theatre apparently stored the extra letters for its marquee on the roof. Might as well quote Shakespeare, for the small audience that might notice it.

Shot through a window that hadn't been cleaned in a while.

Original at flickr.com/photos/mattblaze/10

#photography

new game release: That Lonesome Valley is a short retro-style gay cowboy romance game about walking, sheepherding, and kissing, inspired by Brokeback Mountain

info + free download / play in browser here: radiatoryang.itch.io/that-lone
(cw: page is "safe" but the actual game does contain some gay sex)

instead of playing the game, you can also just read my artist statement where I spoil everything and talk about my influences and intent: blog.radiator.debacle.us/2022/ (sfw)

Here are some screen grabs of Nintendo dev tools from the 90s. Made for the Sony NEWS workstation by SRD this software was called CAD-TOOL and 3DCAD. #gamedev #retrogaming

Spending a week implementing cascading shadow maps into your Vulkan renderer counts as a 7dfps right?

7dfps 

@nasser bruh this looks too much like a Doom map for you to not make this as a raycasting game

7dfps 

@nasser ya. also computers are fast now :)

7dfps 

@nasser like point / line collision just becomes distance to the point from N points along the line, and you can easily adjust the distance and sweep coarseness to suit your needs. naturally this can get janky/slow for certain cases, but i've used it more times than id like to admit in load bearing situations

7dfps 

@nasser just walk the line on some interval and do circle-based collision with that point

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