Cody Darr

511 posts

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Cody Darr

Cody Darr

@sonic_ether

He/Him 🏳️‍🌈 • Solo Game Developer • Graphics programmer • Creator of SEUS for Minecraft

Phoenix, AZ เข้าร่วม Nisan 2014
218 กำลังติดตาม11.6K ผู้ติดตาม
Cody Darr
Cody Darr@sonic_ether·
I can't seem to escape the cycle of creative binge and then burnout. I live in fear of the burnout phase, but I can't seem to stop myself from obsessively working when I'm not in one. I have ADHD and am strongly suspicious of autism. Anyone out there have advice for me?
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Cody Darr
Cody Darr@sonic_ether·
I fucking love ao
Cody Darr tweet media
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Cody Darr รีทวีตแล้ว
Cody Darr
Cody Darr@sonic_ether·
I keep meaning to show you guys how my water simulation shader is actually turning out but I just keep tweaking it instead.
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Cody Darr
Cody Darr@sonic_ether·
@DigiHydra I cranked a coefficient 100x and thought it looked strange/interesting, but yes certainly not like water 😆
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DigiHydra
DigiHydra@DigiHydra·
@sonic_ether Yes... and no? I'm sort of worried about what's causing the water to move like that??
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Cody Darr
Cody Darr@sonic_ether·
Do you like my water simulation shader?
GIF
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Cody Darr
Cody Darr@sonic_ether·
This coefficient that made it look more like water surely will make it look 100x more like water at 100x
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find.ompu.co
find.ompu.co@ompuco·
oh my god please stop me from hyperfixating on this tail
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Cody Darr
Cody Darr@sonic_ether·
@AHoussainate This could indeed be put in a shaderpack! I'm strongly considering working on this tech to include it in the redesign/rewrite of SEUS.
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Adam houssainate
Adam houssainate@AHoussainate·
@sonic_ether wait might be stupid to ask, but can this be made into a shader x ressource pack on minecraft?
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Cody Darr
Cody Darr@sonic_ether·
Been experimenting with heightfield-based water surface simulation, dissatisfied with the usual "ripples on a puddle" look that such simulations usually have
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Subsonic
Subsonic@SubsonicPaul·
@sonic_ether Scratch that, how are YOU always so fucking cool
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Cody Darr
Cody Darr@sonic_ether·
@Squares82532714 I certainly haven't abandoned it, but it isn't my main focus lately. I am still working on it but progress has been slow as it's in the process of a rewrite.
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Squares
Squares@Squares82532714·
@sonic_ether Will you update SUES again or did you abandon the project?
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Cody Darr
Cody Darr@sonic_ether·
A lot of the time I write/modify equations based on vibes. I'll end up with a solution and not know exactly why it works until I prove it to myself later. Is this a self-taught thing, or do formally educated nerds also do it this way?
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Cody Darr
Cody Darr@sonic_ether·
@noscoper_sans @_Raptorr My main focus is game development, but I have been working on it on the side. I did reach a bit of a dead end with my latest work on it but I'm exploring some new options.
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ns
ns@noscoper_sans·
@sonic_ether @_Raptorr Just a question, will SEUS PTGI come back? Is it still in development or you already moved on?
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Cody Darr
Cody Darr@sonic_ether·
I've been working on runtime procedural terrain generation for my game as a fresh #godot user. Here are some results of my experiments so far!
Cody Darr tweet mediaCody Darr tweet mediaCody Darr tweet mediaCody Darr tweet media
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Cody Darr
Cody Darr@sonic_ether·
Here's how my #GodotEngine runtime procedural landscape generation is turning out. There's still a ton to do but I'm pretty sure I'll be able to meet my performance target which is exciting!
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Cody Darr
Cody Darr@sonic_ether·
@BattleAxeVR @kldclouds I've definitely given that some thought, but I think doing vector displacement might increase the complexity of erosion and queries for collision too much. Erosion might not be too bad, but thinking about having to search the displacement map for spatial queries freaks me out
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BattleAxeVR
BattleAxeVR@BattleAxeVR·
@sonic_ether @kldclouds Using a displacement map instead of a heightmap is pretty straightforward. I've done it for my own terrain system. It also helps you reduce long triangle / uneven UV mapping related distortions (w/o triplanar mapping).
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