Ancient 4D @ancient4d.bsky.social · 30/07/2026Buttons can have text and optionally ugly test icons ! I still need to settle on a UI style but the back-end is working properly. 000
Ancient 4D @ancient4d.bsky.social · 30/07/2026For UI I'm writing my own event driven toolkit on top of SDL3. So far it's working great and I have text rendering, scroll bars and buttons. 110
Ancient 4D @ancient4d.bsky.social · 30/07/2026* blows dust away * -- OK I'm using this account again ! To catch you up I've been working on a multi-threaded CPU renderer that uses a Blinn-Phong lighting model, which you can see below. This is now quite feature-filled, and fairly quick, so I'm turning my attention to UI work. #retrocgi 0283
Ancient 4D @ancient4d.bsky.social · 25/08/2025Fixed the slice mode to support fillets. (Working in the command line and using modo to actually render it is really helping keep focus) - think my fancy cylinder generator is done 010
Ancient 4D @ancient4d.bsky.social · 24/08/2025Smooth fillets are done! - also semi-smooth chamfers and reverse-fillets where the top/side seams are sharp but things are smooth radially. #lowpoly 161
Ancient 4D @ancient4d.bsky.social · 24/08/2025Hard vertex normals are now working for fillet/chamfer/reverse-fillet cylinder generation. Next up ... smooth normals. #lowpoly 040
Ancient 4D @ancient4d.bsky.social · 23/08/2025I added the 'fillet mode' and since I'm running the radius/Y position through a shaping function - accidentally got it backwards and now I've fallen into a rabbit hole of options 😄 010
Ancient 4D @ancient4d.bsky.social · 23/08/2025So, fillet is underway. I realise that actually you might want to have a segmented chamfer though. So I'll add an option to explicitly select fillet or chamfer, rather than my initial plan of making "segments = 1" imply a chamfer. 110
Ancient 4D @ancient4d.bsky.social · 22/08/2025Started working on adding filleted edge support to the cylinder. I want each primitive to be packed with features rather than needing tons of nodes / stacked modifiers to meet common requirements. #lowpoly 191
Ancient 4D @ancient4d.bsky.social · 21/08/2025Added (and documented!) a new procedural Tube primitive to the growing roster. #lowpoly 151
Ancient 4D @ancient4d.bsky.social · 21/08/2025Trying not to repeat mistakes of the past and go off and only do code - I've made a start on some documentation ! 120
Ancient 4D @ancient4d.bsky.social · 21/08/2025Gooch shading was available in Modo for like 10+ years before that video, so I'm glad it was popularised! (RIP Modo) It's really great for clearly shading hard surface models like a 3D blueprint. Definitely adding this feature. Uhm enjoy this example image 😬 010
Ancient 4D @ancient4d.bsky.social · 21/08/2025Current status. There is no UI. I wrote a command line tool that generates primitive shapes. Currently a box, plane, cone and cylinder. Definitely early days ! 110
Ancient 4D @ancient4d.bsky.social · 21/08/2025I'm working a new old-fashioned low poly 3D modelling (direct and procedural), animation (4D!) and rendering (Gouraud + Phong) software with a focus on #lowpoly and #retrocgi I'm calling it ... " Ancient 4D " ... it might take a while. Follow along to watch it grow ! 1353