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Fractal landscape - Mandelbrot as a height map.

Made by importing a Mandelbrot image as a height map and rendered in Avoyd's voxel editor.

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So if you want to sell things online from your own independent shop, and you can do a little webdev, you can use our enkiWS. It's open-source and cheap to run on GoogleCloud.
github.com/juliettef/enkiWS

We use it for our site with FastSpring which only takes a tiny % of the sales.
I can help you set it up if you need help, just give me a shout. I won't charge you if you're not a big company ;p

Demo: enkiws.appspot.com/

So we made a mistake and turns out imgui_markdown requires C++14 or above. We didn't notice as we were using VS.

Question: do you need C++11 support?

More details github.com/juliettef/imgui_mar

Skeleton spheres floating above an import of WesterosCraft's King's Landing

If you use in your C, C++ or C# apps, the FA font icons code points are now up to date with 5.14.0: github.com/juliettef/IconFontC

juulcat boosted

Je cherche un graphiste pour me faire 200 icones en SVG d'un logiciel de modelisation 3D/physique.

J'ai déjà la plupart des icones en 16x16 qui proviennent d'un kit d'icones générique pour inspiration mais ce n'est pas une contrainte.
Pour 50 d'entre elles il faudra créer des icones depuis des intitulés. Genre "matériau poreux".

Le contexte c'est que je voudrais passer d'icones en pixel à du vectoriel.

Contrat carré mais budget à priori limité. Débutants acceptés. Retoot appréciés.

#job

juulcat boosted

does anybody know how to extract textures from Unity3D project files?

Made some houses in 's voxel editor. It was a good test of precision copy/pasting

I'd forgotten about snap to grid. It helps build some really nice patterns out of very simple shapes. Here regularly overlapping spheres

Import Image as Heightmap in

> Material
Different materials have different properties: colour, how much they reflect light etc.

The same Material is used for the entire imported image

> Material Amount
Affects the aspect of voxels: with full amount each voxel is represented as a cube. If the amount is not full, voxels are smaller & deformed by neighbours creating angled surfaces & smoother slopes

Show thread

Import Image as Heightmap in (cont'd)

> Max Height
How high the height map can get to.

Pure black in the imported image translates to altitude 0 (empty), pure white is at Max Height, all other colours are in-between

Screenshots show Max Height 4, 12, & 32 voxels

Show thread

Import image as height map in

I've added new parameters. Is there anything else you'd like to have? (colours import is planned)

> Position
sets the 3D coordinates of the top-left corner of the image, in the picture it's (0, 0, 0) with anchor centered on it

> Height Axis and Direction
Sets image on a plane & the way it faces (positive or negative along height axis)

imported cat photo by twitter.com/Cakes1todough1

How to use the Torus shape:

> Voxel Editor > Tools > Edit Tool > Shapes tab
> Set (or Add, Delete, Remove...)
> Shape: Torus
> Size and Axis of Rotation: the dimension along the axis must be smaller than the other two, example 'z' axis see screenshot

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Preview of my work on 's Voxel Editor UI in upcoming v0.7 with @dougbinks work on shadows and brush preview in the background.
Details in the image description.
UI made with Dear ImGui

Adding tooltips to Avoyd's Voxel Editor, here the Edit Tools Presets. A lot of functionality is hidden otherwise, e.g. the preset keyboard shortcuts 0-9.
Also showing off the news brush preview and shadows by @dougbinks

juulcat boosted

Stan Melax's progressive mesh example 'BunnyLOD' remains one of best lightweight edge reduction mesh simplification demos out there, but it was Windows only and mixed in with other demos.

So I ported it to GLFW with CMake and removed other code:

github.com/dougbinks/BunnyLOD

The implementation is purely for demo purposes and it would need some work for real use. I don't know how favourably this compares to other open source simplification approaches such as those in : github.com/zeux/meshoptimizer.

juulcat boosted

Introducing Inkscape 1.0! After a little over three years in development, we're excited to launch this long-awaited version for Windows and Linux (and the macOS preview) Watch the release video (inkscape.org/release-video-1-0) and download it here: inkscape.org/release/inkscape-

Note: If the download link doesn't work, check back a little later. The files are being propagated across our CDN.

If you're working on a engine for your game, check out @VoxelGameDev on twitter and r/voxelgamedev on reddit
reddit.com/r/VoxelGameDev/

Testing the new shadows and Torus brush tool in Avoyd's Editor

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