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Joined September 2020
191 Photos and videos
/i:'mɪər/ retweeted
As beautiful as the day that I lost you. The Red War campaign.
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In this blog, Tobias Hector, explains how the new extension fundamentally changes how Vulkan applications interact with descriptors. The working group is looking for feedback before making it part of the core specification. Learn more: khr.io/1n2 #vulkan #gpu
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/i:'mɪər/ retweeted
Jan 5
In today’s exciting new blog post, Dan and Amber dive deep into the future of Hytale’s world generation! Discover the incredible new features, capabilities, and potential for both our players and creators. Screenshots, videos and more! hytale.com/news/2026/1/the-f…
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The following video showcases a server-side Hytale mod created by a Hytale team member in their spare time. It’s intended purely as inspiration for how different genres could be realized within Hytale! The gameplay shown represents only a small subset of our modding capabilities and was used to build a simple, survivor-like experience. This mod is not planned for release as part of the game.
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/i:'mɪər/ retweeted
"Nothing Oriented Programming" (NOP). Where the goal is to achieve minimal enlightenment by writing as little possible code: no dynamic memory allocation, no thousand files of glue, no includes, no objects. Write nothing, be happy. Even applied it to the logo, zero effort.
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any reason why diffuse and specular reflection are distinct properties? i imagine a low diffuse reflection could represent a flat surface, effectively serving as specular reflection, right? an example of a material with high diffuse and high specular reflection seems to be glossy wood, but that's only true because the wood (fig. 2) is covered in a transparent gloss that light also _independently_ interacts with and added onto the underlying rough wood? the typical model that's taught (fig. 3) illustrates how in specular reflection, neighboring surface normals are the same, while in diffuse reflection, neighboring surface normals are different. couldn't a better model for diffuse reflection depict how light becomes trapped and lost in microscopic tunnels and caverns of, for example, fabric, and eventually exit at some "unpredictable" location? which means, even if the surface is flat, there will still be caves and ravines, indicating diffuse reflection. also, could we extend diffuse reflection to be multidimensional? such that we can have agamograph-like materials? if the vertical roughness is minimal, while the horizontal roughness is jagged, different properties can appear at different angles. or like the material of steel, how steel has microscopic protruding lines around it.
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no Tokens and no ASTs. (easier because its Forth-like). all i'm doing is transforming the source directly via byte shuffling and bit magic, and its parallelizable at a per-byte basis [theoretically, because i have yet to try that out]. code is awful because i'm using Java as if it's C, and it isn't optimized (plenty of optimizations that i've setup) nor cleaned. the <\> represents NULL. (this was debugged with print 🙂).
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branch-free bit trick: string detection/selection.
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Jejune is finally on streaming platforms and released a new single 🙂
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PEAK ANIMATION
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/i:'mɪər/ retweeted
Trying something new, rolling my own talks on youtube. Starting with an easy short talk on how I approach C style programming as an indie dev ... youtu.be/RrL7121MOeA
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