graphics, programming, gamedev, techno @falcongx_

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Joined January 2011
I wrote down some stuff about 3d cameras if you are new to graphics or just really into 3d cameras. Also, the examples are all interactive. gabrieloc.com/2026/09/15/per…
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I was generating shader output using randomly assembled equations when I discovered this odd approach - generation depending on results of earlier terms, eg: First term is x*x, if result is above 100, then next term is x*y, otherwise its sin(x) and so on Result:
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细思极恐,上一个文明创造了碳基人,碳基文明创造了硅基人,宇宙往复循环!
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My Unreal Engine laser can now destroy things
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SDF Phase Diagram SDF球がsimplexドリフトで有機的に動き、スカラー場の融合境界を marching-squares 相当の等高線(fwidth アイソライン)として多段に抽出する材料相図。 #boucle #fridaydebugview #creativecoding
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I'm not sure a lot of people understand what game coders actually do. We're not spending 9 hours a day finely hand crafting artisan software and expressing our inner dreams... 90% of the time we are fighting compilers and existing architecture, having to work out how undocumented code works, and tracking down obscure bugs and behavioural issues. Most of game programming is just difficult, tedious, laborious grunt work, and the cognitive load we have to endure to get anything done is tiring and frustrating. No game coder is doing it for this 90% of the job. We make games because the 10% that IS actually about making things fun and expressing ourselves is so incredibly rewarding it makes the other 90% bearable. Now imagine if there was a tool, some kind of AI agent maybe, which could do most of the 90% grunt work for you, leaving you to just make all the decisions and express your creativity. How amazing would that be. How completely revolutionary would that be.
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i love when people discover that you can literally do better flash animations than flash itself on blender and then code them to match the camera view blender is a program whos entire existence is to be forever glazed to death because it is just that good.
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just scratching the surface
making some progress on mjc integration, policy still needs work but doing pretty well for fully autonomous research
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Why is nobody talking about PBRnxt? Maybe because it's 2 years old, so a dinosaur in AI times - but the results are great! Drop in one flat texture and it generates a complete PBR material—albedo, roughness, displacement and both OpenGL and DirectX normal maps. It averaged around 5 seconds for a 512×512 texture on an RTX 3070. Free, MIT-licensed and running locally.
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drag out a helper, hoisting dependencies along with it
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トルコアイスを守るゲームを作りました #ゲーム制作 #gamedev
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softserve.nog.cc/ 소프트 아이스크림 높게 쌓는 게임 해볼 사람 난 최대 36센치까지 쌓아봄
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William Wegman; "Warehouse Wally" (1988)
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I'm making an app called "PLAMO" for designing and 3D printing model parts using SDFs and booleans. This is a joint from a Gundam kit, each half is represented by a separate object in a triangulated runner that gets generated for export into stl/obj/etc.
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With everyone busily using LLMs + Blender/Three.js to make 3D models, I thought I'd try a different geometric representation. This dragon isn't a mesh, NeRF, 3DGS, or video model: it's 27kb of GLSL code (generated via LLM), defining a closed-form implicit surface. 🧵 [1/n]
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*mi alarma sonando durante 15 minutos* yo en mis sueños:
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🚨 日本のSONY、こんなロボットまで作ってたのか。 日本の技術力はまだまだ健在。 水の中を歩く、まるで生き物のような四足歩行ロボット。 ・4本の脚で水中を移動 ・不安定な地形にも対応できそうな構造 ・SONYのロゴが入った独特なデザイン まるでSF映画に出てくる機械生命体。 中国やアメリカのロボットばかり注目されがちだけど、日本の技術もやっぱり面白い。 👇 こういうロボット、もっと日本から出てきてほしくない?
Readers added context they thought people might want to know
ソニーが公開しているロボティクス関連の研究開発情報において、四足歩行などの移動ロボットは不整地をはじめとする陸上での移動を対象としており、動画にあるような水中歩行ロボットの開発や発表は確認されていません。 sony.com/ja/SonyInfo/re…
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大国家斉唱キノピオ 大量にリクエストきてたので歌いました 目覚ましアラームにどうぞ
고1때부터 기상알람 이건데 정확히 10초부터 지랄시작돼서 10초전에 일어나서 꺼야함 매일아침이긴장의연속
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