ryan

8.4K posts

ryan banner
ryan

ryan

@InfernalWAVE_

aerospace engineer, wannabe game dev. every second counts. @jogo

US เข้าร่วม Şubat 2012
2.3K กำลังติดตาม855 ผู้ติดตาม
ทวีตที่ปักหมุด
ryan
ryan@InfernalWAVE_·
ryan tweet media
ZXX
0
0
19
0
ryan รีทวีตแล้ว
Art of Michael Kinsey
Art of Michael Kinsey@MichaelKinsey3D·
Building off @runevision's code example and awesome tutorial, I converted the effect into HLSL and fought Unreals completely undocumented landmass plugin for UE5. The result realtime erosion!
Rune Skovbo Johansen →🦋🐘@runevision

My erosion filter is out! Video, blog post, and shader source. It emulates erosion without simulation, so it's fast, GPU friendly, and trivial to generate in chunks. Explainer video: youtube.com/watch?v=r4V21_… Companion blog post: blog.runevision.com/2026/03/fast-a… #ProcGen #vfx #GameDev

English
4
23
175
12.8K
ryan รีทวีตแล้ว
Scott Petrovic
Scott Petrovic@scottpetrovic·
🎉 Mesh2Motion Release 10 Out 🎉 - Spider and Snake rigs with 16 animations - Simple bone positioning to snap to mesh instead using a 3d transform widget - Many other small improvements Check out the full release 10 notes with all changes: mesh2motion.org/news Try it out and any feedback welcome: app.mesh2motion.org
English
20
143
1.3K
159.7K
ryan รีทวีตแล้ว
NASA Earth
NASA Earth@NASAEarth·
That's us! 🌍 The Artemis II crew captured beautiful, high-resolution images of our home planet during their journey to the Moon. As @Astro_Christina put it: "You guys look great."
NASA Earth tweet media
English
3K
42.8K
217.9K
8.6M
ryan รีทวีตแล้ว
Godot Engine
Godot Engine@godotengine·
Another maintenance release? No foolin'! 🤡 Featuring well over 100 regression fixes, #GodotEngine 4.6.2 is our most stable iteration yet. All 4.6 users are encouraged to upgrade to 4.6.2! godotengine.org/article/mainte…
English
11
43
479
20.8K
ryan รีทวีตแล้ว
NASA
NASA@NASA·
Liftoff. The Artemis II mission launched from @NASAKennedy at 6:35pm ET (2235 UTC), propelling four astronauts on a journey around the Moon. Artemis II will pave the way for future Moon landings, as well as the next giant leap — astronauts on Mars.
English
3.8K
55.3K
178.1K
13.9M
ryan
ryan@InfernalWAVE_·
@GameDevMicah @joelbestart if this is a replication issue there actually is one way we have access. if it is in a blueprint, you can increase the “Net Cull Distance Squared” no access via scene graph that I am aware of, but I have heard rumors of a replication component that just isn’t exposed
English
2
0
1
53
ryan
ryan@InfernalWAVE_·
does not seem like there is a way to post audio unless it is in a video so please enjoy the davinci contour generator
English
0
0
0
80
ryan
ryan@InfernalWAVE_·
spring is here, the creeks are up
English
1
0
4
148
ryan รีทวีตแล้ว
Foyezes
Foyezes@Foyezes·
Height blending with parallax occlusion mapping in #GodotEngine
English
3
10
116
5.8K
ryan รีทวีตแล้ว
Typical Gamer
Typical Gamer@TypicalGamer·
March 21st, 2026
English
1.1K
697
4.7K
298.3K
ryan รีทวีตแล้ว
Kureca
Kureca@Kureca8·
made a Quake-style fluid shader for godot 4.X! link in comments
English
22
102
1.8K
34K
ryan รีทวีตแล้ว
dylan
dylan@dylan_ebert_·
Introducing Texel Splatting: Perspective-Stable 3D Pixel Art open source paper+code Most 3D pixel art techniques (e.g. t3ssel8r, ProPixelizer) snap pixels to a screen grid, which only works with an orthographic camera Texel splatting solves this for perspective cameras: first,
English
21
128
1.8K
109.7K
ryan รีทวีตแล้ว
Emil
Emil@_cookieBadger·
Didn't expect #Godot area lights to blow up now, but this demo by @passivestar_ is beautiful! For those new to my acc: the area light PR is my Master's Thesis, I've worked on it for more than 1 year, without pay - now, it could be merged any day! 🥹 Support me below!
Emil tweet media
English
21
49
729
13.9K
ryan รีทวีตแล้ว
Dennis Gustafsson
Dennis Gustafsson@voxagonlabs·
The Teardown Multiplayer project was a tricky one. It's finally out, and I wrote up the technical details on what we went through to get there: blog.voxagon.se/2026/03/13/tea…
Dennis Gustafsson tweet media
English
19
79
629
32.6K
ryan รีทวีตแล้ว
Toni Macaroni
Toni Macaroni@ToniMacaroniy·
Experiments with hardware raytraced GI in #Godot. Per pixel for short range with probe fallback. The ground foliage isn't present in the BVH and the color comes purely from the ground. It also uses one bounce (everything else uses two).
English
11
38
572
49.4K