He/Him πŸ³οΈβ€πŸŒˆ β€’ Solo Game Developer β€’ Graphics programmer β€’ Creator of SEUS for Minecraft

Joined April 2014
98 Photos and videos
24 Oct 2024
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?
46
3
121
20,384
20 Oct 2024
I fucking love ao
17
25
927
54,491
Woooooooo, our tiny game about real-time GI & procgen and shipping Rust & Vulkan is finally out! πŸŽ‰πŸ––πŸ¦€
Tiny Glade is out NOW on Steam (Win & Linux) πŸ’—πŸŽ‰ 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
74
161
2,033
116,533
I keep meaning to show you guys how my water simulation shader is actually turning out but I just keep tweaking it instead.
8
74
12,524
28 Jul 2024
Do you like my water simulation shader?
48
26
984
41,688
29 Jul 2024
This coefficient that made it look more like water surely will make it look 100x more like water at 100x
5
52
10,069
28 Jul 2024
Breh how do I post a gif without it looking horrible
8
50
9,772
25 Jul 2024
Been experimenting with heightfield-based water surface simulation, dissatisfied with the usual "ripples on a puddle" look that such simulations usually have
7
10
197
10,094
10 Jul 2024
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
9,885
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!
81
182
2,287
113,797
Here's a shot of a particularly handsome mountain
3
5
140
10,845
18 Jun 2024
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
142
11,580
18 Jun 2024
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
68
7,529
18 Jun 2024
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
38
776
47,519
18 Jun 2024
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
95
8,354
18 Jun 2024
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!
57
7,591
Doing an impromptu stream in a few minutes playing Dead Space and showing off the ReShade shaders I've been working on! twitch.tv/sonicetherofficial
17
2
46
18,118
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
49
499
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
78
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