h3r2tic.bsky.social
Washed-up renderologist working on #TinyGlade with @anopara.bsky.social; ½ of Pounce Light, ½ making sense ½ the time; he/him; 🦀
👤 Joined on 23 August 2023
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@h3r2tic.bsky.socialImplemented my custom DoF! (pic 1) The implementation is heavily inspired by the work done by @h3r2tic.bsky.social in Tiny Glade except I don't really know what I'm doing but I think it looks smooth and cooler than the alternative I've been using for a while (pic 2) #gamedev #indiedev
Show PostI've been working on a Kotlin/Compose Multiplatform to interpolate sRGB colors as mixtures of paints/pigments. It can produce results that are more appealing than the traditional sRGB interpolation that Composes uses (see screenshot). Not quite ready for release yet. github.com/romainguy/vi...
Show PostI see, thanks for all the details! hadn’t heard of SDSM before but I looked up the presentation—seems handy, will have to give it a try. y’all have done some wonderful work with this game; it’s really inspiring to see what’s possible when developing the rendering tech hand-in-hand with the gameplay.
Show PostThanks! What you’re describing around integrating Slang and Rust sounds really interesting. I‘ve always wished for a good package manager for shader/GPU code. The fact that you’re able to leverage all the amazing engineering that has gone into the Rust ecosystem sounds like a big win.
Show PostThat’s really cool. Thanks for the details here. I really wasn’t aware of everything slang was doing differently aside from some nicer tooling.
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