En David

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En David

En David

@endavid

Indie game dev in my spare time. Tweets in 🇬🇧 🇪🇸 🇯🇵 🐱 Graphics dev (MGS5, etc.) Twitch 👉🏼 endavid Youtube 👉🏼 enDavid, Focotaku

Cambridge, England Inscrit le Aralık 2010
123 Abonnements224 Abonnés
Tweet épinglé
En David
En David@endavid·
#MantisShrimp v1.1 is out. I added support for #MeshShaders I think it's becoming more of a shader toy than an image diff tool, but hey-ho 🙈 Check the manual: mantisshrimp.endavid.com/manual.html #MetalSDK
En David@endavid

2-week delay in #genuary 🫠 Hexagonal #genuary10 Cubes look like hexagons with the right angle. I've used #MeshShaders again. All the geometry is generated in the mesh shader. Code: github.com/endavid/Mantis… For #MantisShrimpApp v1.1

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ED LOPEZ COLLAZO
ED LOPEZ COLLAZO@ELCOLLAZO·
Hay esperanza, gracias a quienes me empezaron a seguir ayer a raíz de una foto con mi chico que provocó comentarios de odio. Seguiré aquí, divulgando ciencia, haciéndome eco de la cultura y visibilizando la comunidad LGTB+ sin complejos. Buen día. Os regalo otra foto nuestra.
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Shinyuden
Shinyuden@shinyuden·
📢Amantes de las aventuras clásicas: 👉Vamos a lanzar Gaudí: El Viento de Barcelona, título inédito en nuestro país. 🔎Una novela negra ambientada en las calles de una Barcelona preolímpica. 📦Edición para ordenador en caja grande RESÉRVALO YA 👇 shinyuden.com/producto/gaudi…
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björk
björk@bjork·
i wanted to tell you how we made the visuals for nerve-bloom i did it with Natalia Kleszczewska and Natalie Liu . Natalia Kleszczewska is a painter , she painted the creatures and the backgrounds . Natalie Liu is a computer graphics director , she shaped the digital dimension of the work . my role in it was a creative director , bringing in the singer-songwriter tradition , where emotionally precise things happen inside the structure of a song . i guided colour pallettes , textures and the environments the music happens in . to make this possible , during the process , natalia often had to paint many shapes and sizes , different textures and layers of colours . natalie then developed the visuals, designing and overseeing CGI elements , and finding ways for the digital to sit organically alongside Natalia’s world . and include my dramaturgy and creative direction. we spent 7 months talking and working together , dedicated to relish in the craft of blending hand-made visuals with digital experimentation , 3D design and commit it to physical display technology . a lot of time was spent on researching different tools and techniques to find what worked best at each stage in the song . like i’ve done before , i wanted to merge old things with tech , giving it soul & a meaning . to paint a painting is an analog craft but computer programming is craftmanship too !! and both can co-exist , .....encouraging each other to bloom even further towards a mutual world . there is a tradition in pop music for the mucisian to choose a video director . in the art world , this is called “curation” , but where we came from , it was natural that the musician would have strong opinions on what your song needed , which mood , colours , textures & storyline . today this is called “creative director” and it is something we didn’t credit ourselves with in the 90s , but i am starting to understand this better now . i don´t think of me as a visual artist . because my heart is music . everything i do comes from a sonic point of view . this is something i have called “sonic symbolism” , sound made visual , a reverse synesthesia . when you listen to a song for the first time , it is like swallowing a whale , you need to feel the whole musical sculpture in one go . the structure of a song has always been extremely important to me : what shape it is . this is part of the craft of being a singer-songwriter ........... we are tune sculpturors ....... since i am talking about the visuals for nerve bloom it is impossible to not mention the avatars in my music videos . they have replaced the storyteller with anattempt to connect to the more universal element of music , through animation, avatars , puppetry both digital and analog . for me they are marionettes in a puppet-theatre , hopefully in a similar realm as the jungian archetypes ( which we all can act out the characteristics of ...) .... i feel nerve-bloom is a natural continuation .... an animated avatar archetype singing you a song ––––– Avatars, animation and archetypes: Nerve Bloom (remix) – on display at Listasafn Íslands / National Gallery of Iceland until September 20th 2026. The production of this film was made possible with the generous support of #bottegaveneta.
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Shinyuden
Shinyuden@shinyuden·
Nos alegra ver que estáis disfrutando de Sorcerer’s Kingdom😊 👉Recuperar este clásico no fue una tarea sencilla. 📽️Echad un vistazo a este vídeo para descubrir el proceso técnico y de traducción que ha hecho posible su regreso. shinyuden.com/noticias/video…
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Shinyuden
Shinyuden@shinyuden·
⚠️ Important Update Regarding VIXEN 357 👉To celebrate the launch of our new website, we’re extending pre-orders for VIXEN 357 until June 30! 💻Due to issues some of you experienced with our previous store, we’re giving everyone a little extra time. 🛍️shinyuden.com/en/product/vix…
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En David
En David@endavid·
@FabriceNEYRET This is the eye vs camera eternal dilemma in games. Motion blur in games follows the standard of cinema because that's what viewers are used to. In reality, the best thing to do is no blur at all, just increase frame rate and let the eye do its own blur. But high fps is $$$ 🙃
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Fabrice NEYRET - pro
Fabrice NEYRET - pro@FabriceNEYRET·
Motion blur in movies and games should be computed in the frame of the (expected) viewer's gaze, not the camera frame. Typically, when the viewer's gaze is expected to follow an object (here, a ball). Check in this #shadertoy (click to switch): shadertoy.com/view/NcjSzc
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Shinyuden
Shinyuden@shinyuden·
📢Seguimos rescatando shoot ’em up japoneses de los 90. El siguiente es Sol-Deace 🚀 👉En ESPAÑOL y en una EDICIÓN FÍSICA llena de extras 🛍️YA EN RESERVA shinyuden.com/producto/sol-d…
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Shinyuden
Shinyuden@shinyuden·
🎊Shinyuden launches its new English website! 👉Our catalog of physical games in English will also continue to grow. 📁Subscribe to our newsletter and don’t miss a thing! shinyuden.com/en/
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Shinyuden
Shinyuden@shinyuden·
¿Os acordáis de las aventuras clásicas en caja grande? VUELVEN. ✍️Nos lanzamos al género con Gaudí: El Viento de Barcelona. 🔎Aventura ambientada en la Barcelona de los Juegos Olímpicos, donde cobran especial protagonismo las obras de Gaudí. 🛍️RESÉRVALO YA shinyuden.com/producto/gaudi…
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Shinyuden
Shinyuden@shinyuden·
⁉️¿Aún no te has enterado? TRAEREMOS 7 NUEVOS CLÁSICOS JAPONESES EN FORMATO FÍSICO 👉Juegos de Mega Drive, Super Nintendo y PC de los 80 y 90. 🚀Shoot ’em ups, RPG y aventuras japonesas inéditas en España. 🗒️LISTA COMPLETA shinyuden.com/noticias/shiny…
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ごだか
ごだか@G_Godaka·
ミミズになるパズルゲーム 『WOIM』 プレイヤーはミミズ。 長くてくねくねした体を使ってパズルを解き、地下世界を進んでいくゲーム。 グラフィックのかわいらしさに反して扉で胴体を切断したりハサミでちぎったりと、ミミズボディが最大限活かされている期待作。
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En David
En David@endavid·
@PopBase A bit misleading post. I think she knew what "coming out" means, that why she realised after a few secs that "out" meant "coming out". The sentence said "I'm finally out to my mum" not "I finally came out to my mum". What she learned is "to be out".
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Pop Base
Pop Base@PopBase·
ROSALÍA learns what “coming out” means from a fan’s sign in London: “Every concert is an English class for me, thank you so much.”
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PAMILO CEIRONE®
PAMILO CEIRONE®@nefetesudaca·
R.I.P @kali_shade -😢💕 The greatest shader programmer in the history of mankind... We're going to miss you terribly on this plane, dear friend! ... I’d like to share a memory of you with the community here, from when we were at the first VUELAPELUCAS 3000... You were the one who came from the year 3000, my friend— you were a galactic spaceship from the future!
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