Malcolm Bellman
415 posts

Malcolm Bellman
@BizarreVisions
Game/engine development & other random things. https://t.co/I4CyQ9OEhu
Minnesota Beigetreten Şubat 2022
407 Folgt101 Follower

@JKoukourakis Very smooth! The subtle walk speed ramp-up/ramp-down is a nice touch as well. Nice little gradations on everything.
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Time to grab some resources...
Pretty standard interactions, but there's just an extra level of satisfaction when things work in your own engine.
Ioannis Koukourakis@JKoukourakis
Fourth attempt at building my own 3D game engine from scratch. As if I didn't have enough hobby projects already! Let's see how far I'll go this time.
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@BDY31364606 @NWSTwinCities I wouldn't think that at all. If the different forecast models generated identical results they would be the same model.
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@NWSTwinCities The totals have changed so many time It's hard to believe what's going on. One says this, they say that. You would think they all would work together.
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@Cinder_quillRS @CentroLeaks Wouldn't be surprised if we ended up with "Sea & Sky", despite an unrelated puzzle game with a similar name being recently released
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@VICE883 These are typically rhetorical arguments meant to subtly stunt on lower-status/less popular people, and not genuine recommendations for improvement. Consider it a backhanded dig instead of coming from an alternate social value ethos.
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I always wonder why leftie types always default to le personality shit as if human minds are not literally ingrained to recognize conventionally attractive traits first and foremost and our societies aren’t built to lionize said people.
derek guy@dieworkwear
seems obvs to me that mamdani gets far because of his charm. why do "male self improvement" types always focus on things like lookmaxxing instead of personalitymaxxing or charmmaxxing?
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@KostasAAA I've been fascinated by From's rendering tech for a while, owing to the generally otherworldly look and subtle artistic elements in their games. There's a great write-up on Elden Ring's rendering systems as well: mamoniem.com/behind-the-pre…
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Fairly old game but it is always interesting to read how a game's rendering works under the hood: "A frame analysis of Dark Souls III" blog.simonrodriguez.fr/articles/2026/…
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@ModdedPan @DongyJammin Not even close. I can see you definitely just want to start an argument now though.
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@ModdedPan @DongyJammin I know precisely what you mean and loathe this kind of signaling behavior too. But I do find McMillen’s artwork aesthetically abrasive, not because of themes, but stylistically. I understand the influences as I was around during the Flash era, but some of us just don’t like it.
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@DongyJammin its deadass just the same thing to me as when something happens to a comedian and someone says “oh actually i never thought he was funny”
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@lisyarus @XorDev Offscreen reflection buffers remain among the most viable solutions for this, honestly. Especially since you can be selective about what’s rendered into them, at what resolution etc. Static probes for reflective geometry maybe, but that isn’t generally where people use SSR anyway
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@noio_games It’s lost to the annals of time but this induced in me a faint flashback to Ghost Recon: Shadow Wars. How I adored that little game…
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Malcolm Bellman retweetet

@SamuelAndreyev I find that striving to exalt beauty amid limitless ugliness in the world is not only the noblest purpose one can serve, but the most sublime state one can occupy. It’s good for the psyche regardless of the instantaneous effect it may have on our surroundings.
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@protopop I love the pastel-like color balance here. Thought I was looking at a painting at first glance.
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@MortMort_ I can't believe you don't! I hope that's corrected soon.
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@TylerGlaiel I still think about him from time to time myself
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@Pending_Drama @Acerola__t Theo was out of his depth in his criticism, which isn't the first time. People have been shitting on Minecraft's technical design for 15 years, which neither limited its success nor its sublimity as an experience. This is just low-hanging fruit.
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@Acerola__t it's funny how the whole Theo thing turned out in that regard. probably the only technical debt issue outside of notch's insistent need to choose bizarre languages is the chunking system
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@psergiomr Hearkens to those old Link to the Past concept pieces
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@GMScherr @Acerola__t They can be, but placeholders can exist at varying degrees of fidelity; there need not be a binary distinction between temporary and final art. Sometimes you want something closer to the mark for a more accurate impression, or for guidance, prior to the production-quality asset.
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@Acerola__t The whole "it was a placeholder!" thing really got me thinking. Aren't placeholders supposed to be super obvious so you remember to remove them? Like gray level blockouts which are clearly not meant to be final or garish, bright textures that basically scream REMOVE ME.
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@nxrighthere Does it handle overlapping shadows with large differences in occluder distance? I half-heartedly did a blocker search thing years ago but never dealt with artifacts caused by those sudden jumps.
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A custom Percentage-Closer Soft Shadows for #WickedEngine. Smooth penumbra, blocker search, a filter with dithering to eliminate banding. #gamedev


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