Dev by day, artist by night / Senior Engineer @Roblox / prev. CCO @incite_dev, CVO @CoreGames

Joined October 2008
1,272 Photos and videos
Oh, JerryRigEverything retweeted me. No wonder my post is doing numbers
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Phil says this is stupid because radiators are a "solved problem" but then stops short of extrapolating what that means. The radiator surface area they specify is about the right size for the math to check out. You can make pretty much any physics "work" if you scale the right values on paper. The feasibility isn't about physics, its about economics. For a moderately sized 100MW "data center" you'd need a fleet of close to 700 satellites to match its earthly alternative. That's an ISS's worth (the most expensive single structure ever built by humanity) of radiators, 700 times over, for a single "data center". To put that into perspective that's about 73,000 m² or roughly 14 football fields worth of surface area The costs to build such a fleet is insane compared to the the earthly alternatives we have yet to exploit and it assumes a lot of things that might not continue to hold true - like wattage per op staying constant. It’s like someone looking at room-sized computers in the 50s and extrapolating that we are going to have a land crisis and starts imagining large floating sea platforms to host our computing future
Okay, I generally don't like dunking on stupid people because what's the point? But this guy's got a million followers on X and also a huge YouTube account. This is one of the dumbest posts I have ever read.
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Dan Fessler retweeted
I'm looking for work! - Characters - Environments - Animations Whatever your voxel needs, I can do it 💪 I've worked on Teardown, Vampire Crawlers Moonglow Bay, and many more! Feel free to DM me and check out my site Voxels.ca
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This is the stuff that’s so hard to prioritize at big companies but makes the world of difference. Explaining to a PM why we need to spend x more time on polishing an existing feature vs building the next one is always an uphill battle
how to improve your game feel!! #gamedev
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Fun to see people applying the voxel-DSS normal trick after sharing it. While per-voxel normals aren't a novel concept, modern games have shied away from it I think largely due to standard graphics pipelines assuming face-shading. It's great to see a renewed interest.
A new "softer" voxel rendering style based on per voxel normals, which do y'all prefer? Left is old, right is new method.
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Just published the source code and research paper to this approach. Repo also includes a demo voxel editor to try out yourself. github.com/DanFessler/voxel-…
considering a voxel lighting algorithm that lights each voxel a uniform amount based on a calculated normal instead of using the cubic faces of each voxel. Got a proof of concept working but now need better demo assets. Anyone have pixel-art quality voxel assets for me to try?
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Dan Fessler retweeted
Replying to @DanFessler
I was curious what it would look like if you set the normals per face but still tried to do that smoothly. Here is the result. I think this would work well in something like Minecraft where you still want the voxel geometry to be clear.
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Dan Fessler retweeted
we scrapped our Zelda-inspired Battle Royale game and turned it into an online adventure RPG that feels like a mini-MMO with top down combat coming 2026
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Here's a before/after on an asset from @Voxels Definitely feels a lot more "pure" to me like pixels with the new setup, but I want to try toon shading the lighting next
considering a voxel lighting algorithm that lights each voxel a uniform amount based on a calculated normal instead of using the cubic faces of each voxel. Got a proof of concept working but now need better demo assets. Anyone have pixel-art quality voxel assets for me to try?
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The single-pixel details in the foliage version turned out much better than I thought it would too.
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considering a voxel lighting algorithm that lights each voxel a uniform amount based on a calculated normal instead of using the cubic faces of each voxel. Got a proof of concept working but now need better demo assets. Anyone have pixel-art quality voxel assets for me to try?
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A video that shows it before and after with dynamic lighting. Also switches to interpolated mode half-way through which is another option
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Dan Fessler retweeted
Literal pixel art gods dropping ancient lore like that on the timeline 🥵 I love how grok seamless autotranslate dissolved linguistic silos. This part of Twitter wasn’t accessible to us before.
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『METAL SLUG』の開発中、魔法使いと呼ばれていた天才プログラマー、ANDY君が作ったドット絵エディター『キャメル』。 それは、まさにドッターたちにとって、夢のようなツールでした。 その名前は、当時ANDY君が好きだったタバコ『Camel』から取ったもの。 ツールのアイコンには、タバコのパッケージに描かれているヒトコブラクダ『オールドジョー』を、ANDY君自らドット絵で描き起こしたものを使っていました。 アイレムで使っていたドット絵エディター『さだやんペイント』には、『海底大戦争』でSUSUMU君が表現していた水中背景の揺らめきのような、ラスタースクロール表現を簡単に作れる機能があったんです。 その機能は『キャメル』にも引き継がれており、『METAL SLUG』でも、砂漠の遠景を陽炎のように揺らす表現などに使っていました。 その機能を使い、さらに一歩踏み込んだ表現として作られたのが、UFOが放つトラクタービーム等のエフェクトです。 トラクタービームの絵は、ビームの形と重なる背景の絵をそのまま使い、その絵のカラーパレットを、発光して見える数種類のカラーに入れ替えながら、さらにラスタースクロールをかけることで、ビームを通して見た背景が揺らいで見えるように表現しているんです。 このエフェクトを作ったのは、ドッターのTOMO君なんですが、UFOと背景の座標を完璧に一致させないと、なんちゃって半透明に見えなくなってしまうので、TOMO君は敵配置担当のmeeher君に、こう念を押しました。 「ビームエフェクトを1から作り直しになってしまうから、UFOと背景の座標は絶対に変更するなよ!」 すると、meeher君は、 「わかった、絶対に変えない」 と言っていたんですが、数日後UFOの位置を変えてしまいます。 meeher君は、TOMO君が、とんでもない手間を掛けてあのエフェクトを作っていたことを理解していなかったようで、めちゃくちゃ怒られていました。 あの頃のTOMO君はスケジュール度外視で、納得がいくまで時間を使ってしまうドッターだったので、通常の担当作業に組み込むのは難しかったんです。 そこで、後輩たちの絵の手直しや、クオリティアップに繋がる作業を、やりたいようにやらせていました。 手が遅くても良い仕事をするクリエイターには充分な時間を与え、作品全体のクオリティアップに努めてもらう。 そういう贅沢な人員配置も、メタスラの拘りの一つかもしれません。 あの半透明に見えるエフェクトは、そうやって時間を気にせず動ける存在と、『キャメル』があったからこそ生まれた表現なんでしょうね。 #METALSLUG #PixelArt #retrogaming
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Just bought this awesome thing to use as physical knobs/sliders for painting in photoshop. It rocks, so I had to share a video
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why is every high-end camera's UI stuck in the pre-iphone era of UI design. they're all hot garbage
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A good friend of mine is looking for a pixel artist to collaborate with on his game. It’s already pretty fun!
fun gameplay loop looking for a soul the gameplay and systems are fun, but village building is completely flat asset packs took us far, but it's time for an upgrade looking for a pixel artist with taste. itch below
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RT @cmzw_:
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Dan Fessler retweeted
I don’t even know how I feel right now… but the Littlelands demo is finally ouuuuut! It’s just a demo, but if you give it a try, it would mean everything to us. 💚🥹
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I wanted XNA-like sprite batching for the web, so I made it exist: spritebatch.com
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