Thew

yes im still making the videogame

Gamedev, originally a hat-juggling indie dork but now increasingly specialized in graphics programming. Day job working on surgical simulators, night job crafting artisinal Posts

avatar is by @softmode


Cool game I've been ostensibly making for like ten years:
aerobat.thew.nu/
Artwork and graphics programming
twarchive.thew.nu/art/
Videogame longplay/analysis threads
twarchive.thew.nu/
twitter (dormant)
twitter.com/AmazingThew
mastodon (unused, might become used one day)
mastodon.gamedev.place/@amazingthew

saw a video where somebody said "Huion" out loud and they pronounced it "hoo-yon" and I was like, oh, that makes sense actually. I was just kinda saying an H followed by several seconds of Moonbase Alpha vowel noises and hoping for the best



porath
@porath asked:

i'm 12 and i dunno what this is

i'm guessing you've seen this by this point, but

https://twitter.com/Dreamboum/status/1743737838116405474

ooh yeah I've read this. Haven't dug into it enough to actually understand how the tiled shit works but it's insanely cool

been a while since I read it, but IIRC it doesn't actually talk about the shadow-filtering stuff I was speculating about on twitter. I think it mostly confirmed my guess that it's just regular PCSS with a huge radius

the paper's mostly concerned with how they generate the shadowmaps, with a ton of cool/novel work (no shadow cascades! fuck shadow cascades!). Once the maps are drawn, they could use any existing filtering technique, so the paper mostly skips that part