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graphics, programming, gamedev, techno

天
Joined January 2011
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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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Bregman Voronoi diagrams are affine diagrams with hyperplane bisectors tinyurl.com/BregmanVoronoi
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Get out of Tech
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Nodevember 2026, Day 4: Brass Draw a line, get a brass instrument. All Blender geo nodes!
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last night, i learned dim sum means “touch the heart”
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Steve's is so good. Here's another "find every invariant my app relies on but doesn't explicitly enforce"
good prompt "find all of the implicit state machines in my app"
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「パ・プリカ」 #羊毛フェルト
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The video shows the instant mesh algorithm in detail.
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The most interesting aspect of this project is the interaction design. There are many affordances in popular 3D tools that feel awkward and dated, so I've been exploring modernized interaction patterns.
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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「十全/ Juzen」 #羊毛フェルト
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man i fucking love data oriented design. this runs at roughly 5k fps(!!!) and it still recalculates layout every single frame. this is all possible due to architecting for DoD from the start and extensive use of arena allocators which Odin makes really easy to do. excited to write more about the entire process of building this library from scratch, everything from spawning a window, drawing shapes thru the GPU, to resolving layout.
over the last couple months, i've been (hand!)writing my own native GUI library in Odin from scratch. probably the most fun i've had programming in the last 6 months. last night, i got text wrapping working!
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RX-0ユニコーンガンダム (2) #blender #b3d #ガンダム
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We know the equation for how light moves through a cloud. Solving it just takes way too long for a game. So, I trained a tiny neural network to learn the answer and put it inside a neural shader. Watch the middle number. charlesgrassi.dev/blog/neura… #shaders #gamedev
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I wrote a new article about a liquid effect I implemented 5 years ago. (It's been a while) Stable Fluids is used in this algorithm, and I explain how I applied it to create the liquid effect in this article. There are also small interactive demos and you can play with them! mofu-dev.com/en/blog/fluid-f…
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Finally got the Jet Exhaust nozzle to work properly. This was way more difficult than I thought. Especially those small Xs drove me nuts! 😵‍💫 #b3d #blender3d #rigging #3danimation #jetengine
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Pitchforkが2004年リリースの「塊魂」のサントラを9.4点の高ポイントを付けて大絶賛しててビックリ!レビューを読むとゲーム音楽としての異質さに加えて、当時全盛期を過ぎていた渋谷系ムーヴメントの亜流かつ傍流に位置するユニークな作品として今作を捉えてるのが面白かった。改めてちゃんと聴いてみよう。
For today's Sunday Review, we're reconnecting with a 2004 cult-classic video game whose postmodernist soundtrack doubles as a treatise on the meaning of life pitchfork.com/reviews/albums…
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where is father Charles? and why is he not going down to end battle?
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「ガーリックボーイ」 #羊毛フェルト
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ドルカスの脚にもフレームを入れた。苦労した割に可動範囲が狭いが一応の目標である右前ダッシュ攻撃の姿勢は取れそう
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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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