Afaik the games industry is/was just a giant piggy bank for investors. They currently need that money to invest into the AI hype bubble, so they crush that piggy and companies react to the dried-up investment stream by cutting costs. Yes this is extremely unhealthy, but 'line goes up'. :/
25.08.2025 20:49
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The ass is always greener on the other half.
15.07.2025 07:19
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When Optimisations Work, But for the Wrong Reasons
YouTube video by SimonDev
Did you mean this video? youtu.be/hf27qsQPRLQ?...
17.06.2025 16:38
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This link takes you directly to the tag list: accessiblegames.com/accessibilit...
25.03.2025 06:01
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Matrix.org
Matrix, the open protocol for secure decentralised communications
I haven't used this yet, but I always wanted to try out some matrix client(s). matrix.org
05.03.2025 23:24
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Looking for the individual meanings of those characters I'd guess that whatever you (or the program) were looking for disappeared without a trace.
25.02.2025 09:48
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New dithering method dropped
I call it Surface-Stable Fractal Dithering and I've released it as open source along with this explainer video of how it works.
Explainer video:
www.youtube.com/watch?v=HPqG...
Source repository:
github.com/runevision/D...
#gamedev #vfx
23.01.2025 15:28
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You underestimate your power!
:P
22.10.2024 07:25
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Yes, that's what I was trying to say. :)
17.10.2024 23:22
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f/l/u and f/r/u represent right and left handedness perfectly if I'm not mistaken. Using "backward" would flip x, but keep order intact. And they're all in alphabetical order. Now... If people start flipping the vertical axis we are in a bit of trouble. *Silently judges flight dynamics conventions*
17.10.2024 23:11
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I don't see the issue, my apologies.
IMO: Ideally they're a_1 through a_n, for n-dimensional calculations. Mathematically there is no issue ditching xyz, flipping axes, or even changing the order compared to a conventional handedness. As long as your calculations are consistent. Am I missing sth?
17.10.2024 22:52
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I presume you mean clearly defining an order? It would probably be prudent to stick with the alphabetical order.
17.10.2024 22:37
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bsky.app/profile/cris...
17.10.2024 22:25
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Video!
Gonna post some of the old stuff for now, since I haven't had much time making new shaders.
You can find my shaders on my website, including shader graphs and pastebin links for the bigger ones: www.crispclover.com/learning/sha...
#gamedev #techart
14.09.2024 12:24
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Updated my Seven Segment Material. It's more versatile and uses between 100 and 116 instructions. (down from 141)
www.crispclover.com/learning/sha...
#gamedev
19.02.2024 17:03
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That left me speechless.
30.09.2023 17:05
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I have migrated my shader posts to my website. Some shaders aren't there yet, because I will post updated versions.
www.crispclover.com/learning/sha...
#gamedev
28.09.2023 16:41
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Unreal Engine material graph for a ring with controls for soft edge, thickness and size.
Here is a ring material.
#gamedev #indiedev #UnrealEngine
10.09.2023 14:49
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A screenshot of a material graph showing the messy world position output on two-sided translucent materials.
A screenshot of a material graph showing the correct output, as well as the required nodes.
Correct (outer) world position for two-sided translucency on spheres. To get the inner positions, multiply the TwoSidedSign with -1.
#gamedev #UnrealEngine
16.08.2023 11:51
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I'd like to follow people who (will) post game dev and computer graphics R&D stuff.
Does someone have a collection?
If you're one of those people feel free to let me know you exist as well!
06.08.2023 15:06
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Accessibility features / assistive technologies.
They're not solely for ppl with disabilities; and if they make the game "too easy" players can just leave them turned off.
"But I just want to make fun stuff"
Ppl want to enjoy your fun stuff. Make it more accessible, make more ppl happy. ยฏ\_(ใ)_/ยฏ
12.07.2023 13:15
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Most of my Unreal Engine material posts from "that other site" rely on videos. So here is one of the few ones that don't.
08.07.2023 15:23
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