🚀 Smash The Mesh (STM) is a #GodotEngine add-on that lets you break 3D meshes into multiple pieces and apply physics to each fragment! Now in BETA, with caching for quick loading. Open-source and free to download! Get it here: github.com/cloudofoz/godot-s… 🔧 #Godot4#GameDev
👋 Real-time AI hand tracking in #cplusplus and #raylib using Google #MediaPipe (C API build, no Python).
Double-hand detection · Smoothed landmarks · 20–25 ms CPU response.
Compiling MediaPipe for C/C wasn't trivial, but it works!
#handtracking#gamedev
Calling this playful #b3d test "Greasy-Ivy":
Sketching ivy in #CG with the #GreasePencil and growing it procedurally using #GeometryNodes and modifiers.
🚀 First release of the #Rust content card feed system for my homepage is live! No more empty pages.
It's animated, responsive, and GPU-powered! 🦀
Check it out: cloudofoz.com#creativecoding#indieweb
As an experiment, I swapped the default macroquad::ui with #egui in my web demo. Interesting results:
WASM: 512 KB → 2.2 MB
Gzip: 215 KB → 1.1 MB
Brotli: 188 KB → 991 KB
Compression helps, but #egui adds ~1.5 MB!
#Rust#WASM#Brotli#Gzip
Today, after a non-negligible amount of suffering, I unlocked a truth:
If you target WebGL and your RenderTarget has no depth buffer, it will crash. Without mercy.
Had this wild idea: build my personal homepage only with Rust macroquad, as a learning challenge.
Learned a ton. Fought the borrow checker, dodged mutability. 😅 Made it responsive.
Result? A resource-packed #WASM in ~600 KB.
#rustlang#webassembly#creativecoding#indieweb
One thing I really appreciated about Rust: Traits.
C templates and Rust traits are different beasts, but being able to write a QuadTree that works with any object implementing a simple position() method? Clean and elegant.
Just a bit more fun with 2D cloth simulation using #cplusplus and #raylib!
Took 2D images of t-shirts, contoured them, and applied my tessellation algorithm to turn them into animated cloth.
Raylib keeps being awesome for quick prototyping 👕✨
Time to tessellate the 2D cloth! 🧵
I used the triangle area to approximate fold shadows without custom shaders. Simple, but nice effect!
(Also… sorry, I couldn't resist tearing the carpet 😆)
#raylib#cplusplus#gamedev#physics#verletintegration#simulation
[Addon] DeformableMesh v0.4
The latest update is here! Introducing the DragDeformer: place it where you want and start dragging.
It’s free and open source—check it out!
👉 github.com/cloudofoz/godot-d…#GodotEngine#Godot4
[Addon] DeformableMesh v0.3
Hey Godot users, static meshes are a bit boring sometimes, aren't they? You can now bend, twist, taper, and use spherical deformers on your meshes. I have updated the add-on. It's free! github.com/cloudofoz/godot-d…#GodotEngine
This new deformer could truly open the door for various little procedural effects, all directly within the #GodotEngine editor. Like in this test, a barrel gets dynamically reshaped by external forces.
I've started working on a new drag deformer for my DeformableMesh Addon for #GodotEngine. The idea was inspired by an interesting chat with a developer who asked if it was possible to achieve a similar effect using my addon. 🤞 Let's see how it turns out! 😊