Jesse / Dr. Spacezoo

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Jesse / Dr. Spacezoo

Jesse / Dr. Spacezoo

@SmashRiot

Gamedev | Dr. Spacezoo | Wishlist this indie-as-f SHMUP https://t.co/GXhqTz7854 | IMS | MIVS | Enjoys beer/code | Definitely not an AI | He/Him | Beep

Bay Area, CA, USA Katılım Ocak 2012
473 Takip Edilen1.6K Takipçiler
Jesse / Dr. Spacezoo
Jesse / Dr. Spacezoo@SmashRiot·
And that's a wrap! Big thank you to all the studios that submitted their games to MIVS. We are looking forward to checking them all out! <3 MIVS
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Jesse / Dr. Spacezoo retweetledi
MAGFest
MAGFest@MAGFest·
The MAGFest Indie Video Game Showcase (MIVS) is now accepting indie game applications to show at Super MAGFest 2023!! Submissions will close on Sep 11 at 23:59 ET. You've got just under a month to apply; read up on the details at super.magfest.org/mivs
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Jesse / Dr. Spacezoo retweetledi
MAGFest Indie Arcade
MAGFest Indie Arcade@MAGIndieArcade·
Super MAGFest 2023 is coming January 5th and Indie Arcade submissions are open TODAY, RIGHT NOW🎺 Got an alt.ctrl experience you wanna show the world? Let us know: bit.ly/indiearcadeonl… 🕹️ Submissions close 9/30/2022, we can't wait to see what you've been building 🛠️
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Jesse / Dr. Spacezoo retweetledi
MAGFest
MAGFest@MAGFest·
It wouldn’t be a MAG event without chiptunes! Friday night’s events will close out with a block of chiptune action, featuring @Button__Masher, @petriform, and Bleeds. Saturday 4 PM - sign up to get on the roster early! forms.gle/p67UBckeDPkKq3… Sat. 12 AM - Chiptune Anarchy!!
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Jesse / Dr. Spacezoo
Jesse / Dr. Spacezoo@SmashRiot·
Removed the baked in diffuse/emission color and now using diffuse/emission texture map look-ups instead. Colors are improved.
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Jesse / Dr. Spacezoo
Jesse / Dr. Spacezoo@SmashRiot·
Baked the diffuse and emission texture details for each face into the mesh struct, which is far from optimal, but it rendered out ok
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Jesse / Dr. Spacezoo
Jesse / Dr. Spacezoo@SmashRiot·
Had a bit of time to work on my GPU Path Tracer. Improved BVH generation and got it working in the compute shader. It's a significant difference in a scene: 1 fps when disabled, 20 fps when enabled. BVH split / memory layout is far from optimal, but its an encouraging difference.
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Jesse / Dr. Spacezoo
Jesse / Dr. Spacezoo@SmashRiot·
Added tree and bush placement into the procedural generator so can quickly dress the island using a similar set of rules as grass placement.
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Jesse / Dr. Spacezoo
Jesse / Dr. Spacezoo@SmashRiot·
Also tied the textures and detail map into the procedural generator so can hand sculpt the terrain heights and click an editor button to set the textures/grass scatter based on height, slope, etc.
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Jesse / Dr. Spacezoo
Jesse / Dr. Spacezoo@SmashRiot·
Spent a little time today adapting my procedural planet generator for Unity's Terrain system in order to create an island. Need to look for a few more interesting seeds before locking it down and hand customizing the terrain for the project.
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