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Dwclan

@dwclan.bsky.social
17 followers 25 following 30 posts

haiiii…!!! engineer @ Activision, prev @ EA

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Nomada Studio @nomada.studio · 24/03/2025
Desktop version for those who are interested 🤍
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Dwclan @dwclan.bsky.social · 21/03/2025
Just had a coding session where I barely wrote any code😭. Spent it all reading the source code for Ogre3D trying to understand best practices for rendering library abstraction. I learned a lot tho lmao but just got nothing to show for it yet…
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Tian Y. || BlueSky Revival? @ventheplant.bsky.social · 14/03/2025
Working on this as an art director!!!! Go check us out 👀
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Sam | Studying UI/UX @saam-urai.bsky.social · 14/03/2025
I can finally fully reveal that I’ve been working as the Lead UI/UX designer for “Donuts!” Please stay tuned for more updates!
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Donuts! @donutsthegame.bsky.social · 13/03/2025
We’re super excited to announce our new game Donuts! Donuts! is a slapstick 3D driving/skating game meets food delivery. You play as Mony, a first generation Cambodian-American, as she sets out to save her family's donut business through means of food trucks, radical tricks, and viral marketing.
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Dwclan @dwclan.bsky.social · 12/03/2025
I'm really craving to get back to working on navmesh generation. There's so many interesting triangulation techniques I want to explore. But right now I'm just learning graphics and low level game engine stuff so I can port the navmesh stuff from Unity into it's own little game engine 😝.
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Dwclan @dwclan.bsky.social · 12/03/2025
Been busy with school recently so haven't had time to work on my navmesh stuff (also working on getting it ported to just C++ so I haven't been able to work on triangulation yet). In the meantime here's an infinite isometric grid overlay I made this morning in Unity for funsies. #GameDev
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Tian Y. || BlueSky Revival? @ventheplant.bsky.social · 10/03/2025
#MikuDay 2025 ⁉️ ooeeoo (First post that isn’t old work ✌️yahoo)
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Freya Holmér @freya.bsky.social · 04/03/2025
my experience with C++ so far is that it's less of a try/catch situation and more of an execute/crash kind of deal
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Dwclan @dwclan.bsky.social · 19/02/2025
Here's a floating rock shader I just did in Unreal. Usually I would create a material with parameters such as rotation speed and move speed and then create material instances with these parameters changed for more variety. This is a single material, all with the same parameter values!!! #GameDev
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Nomada Studio @nomada.studio · 28/01/2025
We're so honored to be finalists in two categories at the @officialgdc.bsky.social Awards: Best Visual Art and Social Impact for NEVA. Thank you!
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Dwclan @dwclan.bsky.social · 13/01/2025
Got boundary simplification working!!! Next step is the actual triangulation of these regions to create the Navmesh from... When I'm finished with this entire journey I'll probably make a guide to all the stuff I've done to make a Navmesh from scratch. #GameDev
Simplified Boundaries for Navmesh
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Dwclan @dwclan.bsky.social · 11/01/2025
Last post I had boundary calculations working where I was able to draw out boundaries. However, what I wasn't able to do is determine if a boundary represented a region or a hole. Time to implement some simplification algorithms on these boundaries! #GameDev
Holes vs Regions
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Dwclan @dwclan.bsky.social · 07/01/2025
Been working on a custom navmesh implementation in Unity and just recently got raw boundary calculations working from a heightmap I generated of the level! Next step is figuring out how to simplify boundaries and I'll worry about triangulation later!!!
Boundaries to generate navmesh
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