Sand Fox
@sneedfocks
semi washed up artist (draws rarely, extremely out of practice), almost-competent software dev (c++ / Vulkan / OpenGL), 25yo Check out my neocities page that I didn't make:
writing your own game engine is not worth it. I only get 8,500fps, zero bloat, and an API catered to me specifically.
I am not yandere-devving, C++ switch statements just don't support string compare PLEASE believe me
working on KitEngine's shader precompiler rn. adding the ability to define Vulkan Pipeline parameters within the shader itself, with unlimited named variants
I drew a Rivulet from #rainworld #rainworldart idk maybe I should also shill the fact that I'm pretty sure I understand an inside joke in the Inv campaign. The one that references the guy's mom that one night.
new UI system uses an orthographic camera where the Y scale is always 2.0, and the X scale is ((x res/y res)) * 2. This allows for the best float precision at all times (I guess not at the outer edges of the screen but whatever. nobody looks there anyway)
Just had this idea for like an evil ass A* that makes sure the final path visits each node at least once. Just a glimpse into my fucked up mind...
added a useless rat that does nothing (he's literally me) all of the game's art is by @bagelcollie.bsky.social btw
it's not as uncommon as you'd expect. it's why textures will often bleed colors outside of the uvs a bit. It happens because when rasterizing a triangle to fragments; the interpolation can sometimes push a uv slightly outside of bounds.
proof I locked in. I made it to my texture atlases automatically pad themselves with a 1-pixel clamped border around each texture. this prevents shimmers / sparkles whenever the rasterization stage generates a fragments slightly outside the intended UV range.
I have a few mutuals here I'd like to get to know more, but I'm too afraid to ask. If you like coding this is probably about you.
purple is my favorite color, and orange is the favorite of my color animal
Check out this beautiful commission I got from @bagelcollie.bsky.social of my new Maned Wolf oc, Thystle
It suuuuucks, I can't enjoy anything. I'm so tired and the lack of motivation is depressing. This should be illegal
added falling floors. when a tile is told to crumble, it gets turned into a pit and then a FallingFloor entity steals its visual identity; resulting in a seamless transition from Tile to TileEntity. Helps keep the draw calls down.
don't look at my 3d models... 64x64 tile areas get baked into 1 larger mesh, so defining the various quads I need to generate it was honestly easy enough by hand. saves a few filesystem reads on startup.
Added a freecam command to KitEngine for fun (shown off in my Rain World Room Viewer)
This is what big tech, react, and electron took from you. your computer can just do this if you feed it organic machine code that does its job with no bloat
opening up a test project in KitEngine for the first time after at least 10k lines of refactoring and added code and it just working is actually refreshing. I almost forgot my engine can do 3d