cullfox @cullvox.dev · 04/01/2026Started working on my animation skills again. This was fun Model/rig from @jupifox.bsky.social 032
Reposted by cullfoxSkooba @skoobasart.bsky.social · 17/12/2025I've had this scene in my head for YEARS and dont totally know how to technically pull it off, but I needed a break from trying to understand grass shaders so i was messing with it some tonight. God i love foggy shit, need some last of us music though #indiegame #godot #gamedev 0145
cullfox @cullvox.dev · 12/12/2025youtu.be/oMzI9DLgPKc?... found this interesting videoyoutu.beI Made Interactive Snow in GodotYouTube video by RachelfTech 110
cullfox @cullvox.dev · 12/12/2025You’d have to chunk it out into blocks across the world and assign textures to each chunk. It’s difficult but possible, I don’t know if Godot has plugins for it yet 010
cullfox @cullvox.dev · 11/12/2025Texture that changes depending on where the player is to achieve stamped down. I think it’s how they traditionally do snow prints too 110
cullfox @cullvox.dev · 05/12/2025You could try reverse engineering how they did that in unity to Godot. I could help out over winter break if you’re interested 110
cullfox @cullvox.dev · 04/12/2025I did some research, RL is just quads with a vert shader. However, a nice geo shader does look great. github.com/Velorexe/uni... 120
cullfox @cullvox.dev · 04/12/2025Geometry shaders are interesting, never actually played with them 210
cullfox @cullvox.dev · 04/12/2025That’s an optimal approach for something like this! Not as inefficient as you think, the inefficiency comes from rending large geometries with lots of tris but this had so few it’s not that bad. They do use geometry shaders for similar things in Rocket League for their grass I believe. 110
cullfox @cullvox.dev · 04/12/2025I’d love to hear more about it if you’d be cool with sharing the tech specs 110
cullfox @cullvox.dev · 01/12/2025You’re doing great dude. You can be less happy, but that doesn’t mean I like this one less. I like this one a lot too, just like the previous one 120
Reposted by cullfoxJoaquín Baldwin @joabaldwin.com · 11/11/2025🐮💚 Happy Feral Flame release day! 🐺🔥 Book 4 of 6 of the #NossSaga ✅ ... Two more to go. Help me spread the word, and good luck getting that mask! #BookSky 🌈📚 #QueerBookSky 319545372
cullfox @cullvox.dev · 03/11/2025A bomb that makes you hallucinate strawberries and slowly kills you. 010
Reposted by cullfoxNomax @nomax.bsky.social · 16/10/2025A piece of did for Eurofurence this year. Of course theme is sci-fi the year I end up being GoH, so this turned out quite the struggle lmao. 422971762
cullfox @cullvox.dev · 11/08/2025I got my job to get us a couple of these and an X1C, they have been really great. The AMS is nice, but wasteful. Used the X1C to make a fursuit head base, which now sits at my desk, waiting and staring at me to finish it. 000
cullfox @cullvox.dev · 09/08/2025I’ve always wondered how these epaper displays worked in stores. I’ve only used some bigger ones. 000
Reposted by cullfoxclebsss @brg9u.bsky.social · 07/08/2025ready for summer #furry #furryart #art 3897192
cullfox @cullvox.dev · 01/08/2025If there’s anything nice to have shoved down my throat it’s talking about data driven renderers lmao 000
cullfox @cullvox.dev · 01/08/2025Oh and also I’ve been working on this on and off for two years now lol, it’s gone through many many iterations. I’ve always wanted to make a renderer/engine. It’s my first one that’s kinda working haha 100
cullfox @cullvox.dev · 01/08/2025It barely works, the renderer I guess works, I’ve been working on getting models loaded and things now. That’s my actual issue. I’ve always wanted it to be more data driven, thought it would be fun! 100
cullfox @cullvox.dev · 01/08/2025I do see the power of having all that happen in files, allowing me to change some stuff that would be useful down the road. 110
cullfox @cullvox.dev · 01/08/2025All of it happens without my input and mostly works but pretty messy. 110
cullfox @cullvox.dev · 01/08/2025I have all my SPIR-V shader reflection happen at runtime so I could pass vertex input state, descriptor set state and push constant state. The shaders have all their uniforms compared if present to ensure that they contained the same data. That way I didn’t have to modify and shader data. 110
cullfox @cullvox.dev · 01/08/2025I’m hopeful that there’s easier and better ways with the tools you’ve shown me 😁 110
cullfox @cullvox.dev · 01/08/2025A lot of my time was spent figuring out spirv shader reflection and then figuring out how to process that into pipeline data. It does work, a little clunky but overall can detect when using invalid uniforms and member values things that you’d expect. 110
cullfox @cullvox.dev · 01/08/2025I like using push constants, they make life a little easier so I’ll try them for storing indices. 110
cullfox @cullvox.dev · 01/08/2025This is such a juicy article, so many examples! Thank you for sharing! I’ll try playing with Slang too, seems to be a great tool and something I’ve been looking for. It’s about time I have something better than GLSL. 110
cullfox @cullvox.dev · 01/08/2025Interesting, I haven’t thought of this extension before. I realized that materials and descriptor sets go together after a while and have been trying that approach. I knew bindless was possible but didn’t know how to approach it 🤔 110
cullfox @cullvox.dev · 01/08/2025I hope to god no one ever has to think about descriptor sets as hard as I have ever again. 110
cullfox @cullvox.dev · 01/08/2025That’s exactly it too! You have so much control and you can learn so much about the graphics pipeline. I love continuing to learn how to build an engine that gives me control and possibilities with ease of use. It’s hard but rewarding when something finally works. 000
cullfox @cullvox.dev · 31/07/2025I’ve never used DX12 but the amount of boilerplate required to get something basic running in Vulkan drove me insane for a while. Taught me so much about graphics programming, still learning something new every time I come back to my rendering projects! 110
cullfox @cullvox.dev · 06/07/2025I watched it for the first time the other day, I really enjoyed all the other Wes Anderson films I’ve seen. This one is peak. Its writing is witty and the camera work is just as funny if not more. 010
cullfox @cullvox.dev · 27/06/2025Only recently learned about coyote timers. You just gotta give the coyotes who forget to press the jump button a little more time. Makes sense to me. 000
Reposted by cullfoxSkooba @skoobasart.bsky.social · 17/06/2025Scribbling around with more concept art #art #gamedev #indiegame 1295