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Here's Tangerine, my main personal project:

This is a CSG system built around composing signed distance functions in Racket. These are translated to an evaluator that can be ran on the CPU, and generated shaders for fast rendering. Models can be rendered in real time, or exported to common file formats for other purposes like 3D printing.

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ok. i have two mastodon accounts i'm planning on using now: is where i'll post everything, and be more likely to follow back is where i'll post the "gamedev" subset of all that (math, Tangerine, etc)

Just did a remote playtest with an outside person and it went surprisingly well. ๐Ÿ˜…

Moments before disaster ๐ŸŒช๏ธ
โšก๏ธ Patch 2.0 / Tower Mode coming soon โšก๏ธ

Yet another reason why people REALLY need to stop piling plugins and frameworks together to make sites.
It's far too easy to hide something malicious in piles of illegible code.

Seeing everyone posting yellow & green squares for their Wordle guesses had me wondering just how much of a spoiler they could be. A short program later, and I discovered these patterns of info limit the possible words to just a single pair each:


Suppose I should try taking sequential guesses into account as well...

We have now started work on the 2nd issue of our zine! If you would like to help fund it, consider picking up the first one featuring articles and a bundle of tabletop and video games by people in Michigan


Physical (comes with digital code):

bleeding edge graphics idea: we have pixels, which are 2D and are box shaped, and we have voxels, which are 3D and are box shaped. I propose we use the term "boxels" to generalize the concept to any arbitrary dimension

When There Is No More Snow is a low res visual novel made in ZZT. It's a semi-autobiographical story about a bunch of 8th graders in Mayville, Michigan in 1995.

Ukrainian studio Frogwares (Sherlock Holmes) has received a grant from Epic Games, which it will use to relocate staff to safer regions:

I'm finally cracking open the Play Date SDK... and there's definitely a reason why I'm a programmer rather than an artist:

hot take: "please wait" UI should pivot from spinning loops to spinning spirals. loops are spiritually dishonest. we never enter the exact same moment twice.


A glimpse of revamped global illumination in my toy renderer `kajiya` ๐Ÿ‘€ Lots more ReSTIR, new meshless irradiance cache, much larger worlds ๐ŸŽ‰
Around 11ms/frame here on a Radeon 6800 XT at 1080p, pending some optimizations ๐Ÿ˜›
Lighting: sun + emissive materials.



We're going to be streaming some Cassette Beasts gameplay this Friday at 09:00 PDT / 17:00 BST exclusively on our Discord! Come and watch!


Dusting off an old unfinished project and giving it some love. Hands up who likes tricky single-screen platformers!

Made a repo for simple GPU starter files. MIT license.

Currently OpenGL with Glad, GLFW, SDL2 (C++) and WebGL (vanilla JS)

Current state will be refined, and WebGPU and Vulkan will be added, but yeah, first is not in final state and second will take some time. Maybe OpenCL as well.


when rendering with vsync off, simply predict when you are going to tear and by how much, then only render and present the part of the screen that is actually going to update!

*bolts upright in cold sweat* aaaaaaaaaah fuck fuck fuck i've been calling the little room i sit in like every day to contemplate the unreal engine my "home office" when i could have been calling it "the studio" this entire time

a related problem to the pixel aliasing: I *really* want to have nice immaculately smooth surfaces. However, because ray marching can't solve the exact surface distance, you get error banding based on your value of epsilon. Pick a value too high and you get banding. Pick a value too low and you need more iterations to solve the surface.

I'm wonder if maybe epsilon should scale with the current distance from the camera, and/or be proportional to the gradient eg dot(raydir, gradient)

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