Getting the technique down to make a car. Gotta spend a few more hours on it, probably need to redo the topology also because: Breaking things down into quads always makes editing a bit cleaner, also the tires need work to be less just barrels. But really half of the battle here is the same […]
Enis sremmurd (Sine drummer)
Making moves to make a simple drum machine app: It does not look good…Gotta clean that up, make it a bit more formal looking. I very much dislike the cartoony side of things. Honestly I think the audio side shouldn’t be that difficult, it’s really just a sinewave generator with a parallel array for the […]
More 3D Less render
Started messing around with Bevy (https://bevy.org) which scratches some of the lower level itch I’m looking for but has enough utility things that I can spin up things kinda quick.In this case just made a first person flying camera and loaded in a scene I made in blender, rendered it red and added a light. […]
Renderer part 2
Fixed up the renderer to 1.) Use a perspective view instead of an isometric one (see https://www.bbc.co.uk/bitesize/guides/z6jkw6f/revision/4) 2.) Added in the ability to spawn several renderers with + and – with random delays on their rendering frames. So you can see the renderers are delayed with my mouse movements. Will I do more with this? […]
Getting better at telling AI what to do
I’ve been messing around with Claude code to see how fast I can spin up silly small projects. I also wanted to do a bit more in rust (https://rust-lang.org). The first one is a breakout clone using the egui library (they call libraries “crates” in rust to avoid sounding like python, and because the package […]
New website
I’ve been going crazy with ai coding tools the past week. Mostly I’ve been using GitHub copilot at work but I got sub of Claude code for personal use. My first project was to make a theme for this site, the old 2011 theme was getting kinda stale. I did put a bunch of work […]
Brick by brick
Made a brick wall thats waaayyy to detailed to put in game: I did this after frustration from trying to make a brick wall just from a texture: Which looks much much worse. This was also my first major step into using geometry nodes in blender (see: https://docs.blender.org/manual/en/latest/modeling/geometry_nodes/index.html) which essentially let you make parameterized geometry […]
Rain Wilson
I added in rain and some mood lighting. There were also a bunch of other smaller changes but this is where I’m at. It’s very dark and the rain kinda looks like pills falling so I’ll probably need to do another pass here. I’m happy with the water material I setup here: Essentially its just […]
Loop-da loop
As it says in the title I’m pretty sure this is a beat from a cyberpunk 2077 track but I’m not sure which one…. Otherwise I added a sidechain compressor the way you’re “supposed” to in order to keep what you want emphasized within a bar emphasized. Essentially: Bass drum hits -> enable compressor (i.e. […]
How (Not) to use materials in unreal
The borderlands 4 issues with unreal (see: https://www.pcgamer.com/games/fps/borderlands-4s-latest-patch-triggers-a-flurry-of-performance-complaints-but-gearbox-says-new-stuttering-problems-should-resolve-over-time-as-the-shaders-continue-to-compile/ ) made me realize I was doing all of my materials wrong. Originally the way I pulled in 3d meshes generated a material of each slot in the mesh. So I thougth I was being clever by using material slots to determine colors (so I didn’t have […]