RealityBeholder (STANDBOX GAME) retweeted
Been playing with taking data from Google Earth, processing it in Houdini, and running out photorealistc renders of distorted cityscapes.
(no AI used btw)
RealityBeholder (STANDBOX GAME) retweeted
For the facial animations in my game, I use a technique that yields results similar to L.A. Noire. To keep it simple: I first generate a facial animation video using AI like LTX 2. Then, I create a video depth map from that animation and project it onto a face mask. Using vertex displacement, the depth map dynamically deforms the face as the character speaks. The result looks good in standalone VR. I actually created this workflow long time ago:
RealityBeholder (STANDBOX GAME) retweeted
Skill issue
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RealityBeholder (STANDBOX GAME) retweeted
Replying to @machinenibbler
You can have my wonderful reaction
RealityBeholder (STANDBOX GAME) retweeted
This visual style goes crazy hard
Effulgence Playtest Sign Up - an ASCII-styled RPG adventure set in a digital world decoded from an alien signal millions of lightyears away!
alphabetagamer.com/effulgenc…
by #gamedev @duha_the_best #indiedev #indiegames #gaming
RealityBeholder (STANDBOX GAME) retweeted
Been playing around with the Unreal Tournament assets again, damn the weapons really shine with Hardware Lumen & Megalights in 5.6.
Entirely lit via Lumen & Megalights with physical lighting values.
#UnrealTournament #UE5 #UnrealEngine #Lighitng #GameDev #TechArt
RealityBeholder (STANDBOX GAME) retweeted
tried getting claude to write funny tweets starting from 9 examples. it generated some okay stuff but nothing that actually made me laugh. then i tried asking it to generate tweets written from its perspective rather than a human's and actually laughed. hmm
RealityBeholder (STANDBOX GAME) retweeted
Replying to @Carpe_DMT
Are u playing the evil version of disco elysium wtf is that
RealityBeholder (STANDBOX GAME) retweeted
Our GPU organ plays music acoustically by controlling the RPM of each fan
RealityBeholder (STANDBOX GAME) retweeted
$=[],t=0,draw=_=>{t++||createCanvas(540,540);background(0,9);$=[...$.slice(-5e3),...[...'#つぶやきProcessing'].map(p5.Vector.random3D)];$.map(v=>stroke(255,96).point((v.x+=sin((r=9*((v.x*(k=v.x+5+v.y)^v.y*k+t/90)&7)-.1
)*v.y)/119)*119+270,(v.y+=cos(v.x*r)/119)*119+270))}
RealityBeholder (STANDBOX GAME) retweeted
Like this🤓? I drew a #gamedev comic about POLAR Coordinates. I think I finally understand this "black magic" VFX circle:
A square you wrap into a cylinder, pinch to cone, and flatten 🟪-->🟣
#gameart #realtimevfx #digitalart #vfx #rkgk #illustration
Polar Coordinates: ⭕️ aka "circular" coords.
👆 You can now visualize this (code in 🧵).
▫️ Why model common VFX geometry when you can transform Unity's ~default quad~ into cylinders, cones, and disks, etc... w\ ✨ SHADER MATHEMATICS!
#unity3d #gamedev #realtimevfx #glsl
RealityBeholder (STANDBOX GAME) retweeted
I am very tired of fighting with camera collision in small and tight spaces. So, let's see through walls! The shader works with splitscreen mode independently. As always, shader is made with ASE 👀
#madewithunity #gamedev #IndieGameDev #indiegame #indiedev #AmplifyShaderEditor

































