He/Him 🏳️‍🌈 • Solo Game Developer • Graphics programmer • Creator of SEUS for Minecraft

Phoenix, AZ
I can't seem to escape the cycle of creative binge and then burnout. I live in fear of the burnout phase, but I can't seem to stop myself from obsessively working when I'm not in one. I have ADHD and am strongly suspicious of autism. Anyone out there have advice for me?
49
3
128
21,772
I fucking love ao
16
25
913
55,684
Woooooooo, our tiny game about real-time GI & procgen and shipping Rust & Vulkan is finally out! 🎉🖖🦀
Tiny Glade is out NOW on Steam (Win & Linux) 💗🎉 Thank you so much for following the development and being so supportive of our little diorama builder. We hope you have fun, and I can’t wait to see what you make 🤩 If you post your glades, add #TinyGlade so I can find 'em :D
73
158
2,017
118,434
I keep meaning to show you guys how my water simulation shader is actually turning out but I just keep tweaking it instead.
8
72
13,301
Do you like my water simulation shader?
48
26
977
42,496
This coefficient that made it look more like water surely will make it look 100x more like water at 100x
5
51
10,369
Breh how do I post a gif without it looking horrible
6
49
10,296
Been experimenting with heightfield-based water surface simulation, dissatisfied with the usual "ripples on a puddle" look that such simulations usually have
7
10
200
10,688
A lot of the time I write/modify equations based on vibes. I'll end up with a solution and not know exactly why it works until I prove it to myself later. Is this a self-taught thing, or do formally educated nerds also do it this way?
4
1
44
10,290
Here's how my #GodotEngine runtime procedural landscape generation is turning out. There's still a ton to do but I'm pretty sure I'll be able to meet my performance target which is exciting!
80
181
2,267
114,449
Here's a shot of a particularly handsome mountain
3
5
135
11,166
I've been trying to figure out why the hell I've always been so terrified of posting, considering it's pretty damn essential to what I do. Fuck that. Doing something you're afraid of will eventually make it less scary, even if you haven't figured out why it scares you.
20
4
141
11,874
Man, the worst part is like... you guys are awesome. Every time I've posted you guys have been super supportive and understanding. Social anxiety is fuckin weird.
5
67
7,771
I've been working on runtime procedural terrain generation for my game as a fresh #godot user. Here are some results of my experiments so far!
28
37
771
47,909
Here's what the terrain looks like before and after erosion, from the same camera angle. The input is just two fractal noises, one for the base shape and one for "strata layers"
6
4
93
8,484
The main non-negotiable features were good looking erosion, very long render distances, and generation that can keep up with very fast player movement. Plus I reeeally wanted nice rocky cliffs. It's still early but things are going really well in meeting those goals!
58
7,824
I've been working on ReShade shaders! I started a motion estimation shader that was originally only meant to be good enough for basic temporal filtering for AO, but now it's good enough to use for full TAA and motion blur!
40
48
492
Some more info: The images were taken with in-game AA, motion blur, and AO turned off, to demonstrate my own work on these effects. Motion estimation took around 3.4 ms at 4k on an RTX 3080 in these images. The motion blur shader itself is still very rough!
4
77
Oh, and it only uses the color buffer, no depth buffer needed!
6
1
64
It's interesting to see it render motion blur on things that normally wouldn't get them like the flame particles here. If it appears to move, it'll get motion blur! Some rough edges, but it all looks pretty good in motion.
7
1
69