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The way "Retro Game Mechanics Explained" visualizes technical info continues to amaze me tbh.

The way they explain technical systems in a way that can be easily understood, but also visual details like displaying audio channels, or how they reveal & display pure data.

Real solid video production, consistently interesting channel.

Texturing is going to be so nice and fast for so many of these props. I can't wait to get onto that tbh.

These things (along with 90% of the props I have to model) will only be seen up close for one or two shots, and even then they'll be in a dark environment with no way for the viewer to examine them any closer than I intend them to see. They *still* might have too much detail, lol.

Why use six sides to convey most tiny round cylinder objects, when you can use three

Anyway I need to model extremely low poly pens and staplers now.

I didn't want to change its default rendering behavior, but I guess if it was incorrect to begin with, then... it's good? It's fine??

I was under the impression that BizHawk's LuaCanvas.drawText (which draws in a separate window) was *supposed* to have smooth rendering... though it did seem odd that gui.drawText (which draws directly on top of the emulator) did not have smoothing.

Posted a feature request for lua scripting on BizHawk's github, unwittingly reported a rendering bug in the process that was fixed with a one-line edit. πŸ˜…

(Literally, the left half is functional. I gotta track down memory values and implement Lua for the right half.)

Back on my bullshit, using BizHawk's support for Lua scripts to do cutesy info-border things. (this is currently 50% functional, 50% concept)

Fully plan on texturing all this stuff, but I'm gonna wait until I've got enough props to fill out a room. Gonna take some time.

Next on my list: Literally anything I can think of that would appear in an office. Pens, folders, corkboards and clipboards, chairs and desks, books. Tons of mundane stuff. Prop life.

Intentionally low poly as hell (though currently lacking textures): We Got Computers.

Been working on something on and off for the longest time, and I'm finally at a point where I get to create actual content for it. ✌

This weekend, I tip-toed into 's source code for the first time, and hacked up a new feature as an experiment: Second-Screen Automap.

I also ran into a fun bug! This video is like 70% about that bug.

I ended up helping someone with their PS1-styled Unity project today! Even with my limited knowledge/experience, it feels nice to be able to share whatever info I can.

It got me thinking about my old PS1-JRPG/VN setup, too. I really should consider working on a project that makes use of all this, even if it's something small.

Admittedly, I think I'm still on the outer edge of that exercise, rather than the inner edge. Apologizing to my future self for creating a human character that needs to be modelled, textured, rigged and animated. πŸ’¦

I've been storyboarding for a relatively small Unity project this week, and it's been a real exercise in figuring out how to stay right on the edge of "reasonable amount of detail" while keeping my art and animation workloads halfway manageable.

Here's the finished 3D model for Namco's "neGcon" gamepad. Most of the polygon count is in the line art: renderable splines converted to meshes, which allows the lines to look evenly thick at any angle. ✌

Check out the model on Sketchfab!

Finished a side-project this weekend, an input display for Namco's "neGcon" gamepad for the PS1!

Here's a demonstration video, plus gameplay footage of Wipeout XL (aka Wipeout 2097) putting the controller through its paces.

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