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Lazy Eti

@lazyeti.bsky.social
2.3K followers 609 following 148 posts

Your friendly neighborhood gamedev, 3D artist, creator of PARADISE MARSH and other game stuff ✨ linktr.ee/LazyEti ✨

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Lazy Eti @lazyeti.bsky.social · 30/09/2026
THIS is what 3D artists need! Not shitty AI models churning busted assets but GOOD TOOLS which remove useless friction while giving 100% artistic control to artists!
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Lazy Eti @lazyeti.bsky.social · 30/09/2026
This is AMAZING! It completely cuts the slow and painful process of exporting lowpoly models to zbrush, sculpt them blindly while fighting the awful UX, export enormous highpoly files, slowly bake them and repeat if anything somehow went wrong along the way. This could save hours of work per asset!
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SkULLY 💀🎃 @artofsully.com · 15/09/2026
N64 and PSX artists rejoice - my vertex/normal painter tool POLYPAINT is now (finally) live on the Unity Asset Store!! 🎊 Grab it 30% off for the launch week - I can't wait to see what you all do with it! assetstore.unity.com/packages/slu...
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WildArts Games @wildartsdevs.bsky.social · 15/09/2026
Our action survival horror roguelite is OUT NOW!!! Fight hordes of monsters aboard a train speeding through Antarctica and maintain its parts to avoid freezing to death 🐶❄️
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Lazy Eti @lazyeti.bsky.social · 30/04/2026
I love all of your pieces but this one is a real jewel! The beautiful architecture and grounded pov makes this place feel so convincingly real and alive! I'm in awe 💖
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Lazy Eti @lazyeti.bsky.social · 10/04/2026
don't forget he keeps "joking" that he'll take over Canada
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Lazy Eti @lazyeti.bsky.social · 03/04/2026
Gorgeous! A trick i usually use that helps selling night lighting is to apply a LUT to turn greens tones into blueish hues.
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Lazy Eti @lazyeti.bsky.social · 27/03/2026
holy heck! I played this completely blind back then and never heard of it again. it's been so long that i couldn't remember if it was real thing or if it was all an insane fever dream. Can't wait to give it a go again!
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Boreal Tenebrae @boreal-tenebrae.bsky.social · 27/03/2026
10 years ago, we made this… Now it’s a game. Wishlist Boreal Tenebrae: ACT 0 ↓
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Alyssa Butler @crimsonlea.bsky.social · 19/03/2026
Volume two of Syl's Indie Game Recs, my zine where I recommend a bunch of small games I loved, is up! (If you're having trouble seeing it, you can use your mouse's scroll wheel to view each page more closely.)
zinesforever.com
Syl's Indie Game Recs Vol. 2
Ten indie games that I highly recommend!
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Lazy Eti @lazyeti.bsky.social · 19/03/2026
truly stunning technology 🤯
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Murder Meet Cute @murdermeetcute.com · 16/03/2026
📣 GAME ANNOUNCEMENT 📣 Oh you wanna role play me, huh? 90s Computer goth genius who fixes computers on the night shift? Be careful what you wish for. WISHLIST NOW. store.steampowered.com/app/4253020/...
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Lazy Eti @lazyeti.bsky.social · 06/03/2026
hell yeah btw your bluesky link on twitter is broken
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mob @palmonds.dev · 06/03/2026
mobOS trailer - Fake OS & Internet Exploration Game #gamedev #indiedev #gamemaker
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Lazy Eti @lazyeti.bsky.social · 21/02/2026
omg i wasn't expecting to see Paradise Marsh when i clicked on this 💖
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John • Gaming In The Wild @gaminginthewild.com · 16/02/2026
If you like feeling the freedom and possibility of open world games, but not the 80 hour run time — try these. They're fantastic open world indie games with playtimes of 2-14 hours.
youtu.be
Top 20 Open World Indie Games
YouTube video by Gaming In The Wild
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Lazy Eti @lazyeti.bsky.social · 20/02/2026
it looks like it's supposed to play as satire but brother... maybe don't?
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Lazy Eti @lazyeti.bsky.social · 20/02/2026
Interesting that Steam allows on its store a game where the whole goal is to kill black people... 💀
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Tibo @heytibo.com · 10/02/2026
Wait, Godot can do that?! #godotengine #gamedev
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Tibo @heytibo.com · 08/02/2026
Bestiary layout update #godotengine #gamedev #wildcosmos
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Chris Wade @luckshotgames.com · 12/01/2026
I hit the button ✅😭🐸 🚨BIG HOPS is OUT NOW🚨 Get it on Steam | Switch | PS5 for just $17.99 with our 10% launch discount! #indiegames #nintendoswitch #ps5
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Christophe is making Prerolled! @qaqelol.bsky.social · 06/01/2026
I made a free web tool to create gradients along svg paths ✨ With it, you can create masks to animate fancy curves in your games instead of doing it by hand 🐰 qaqelol.itch.io/svg-gradient #Godot #GameDev #Silksong #HollowKnight #SVG
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Elbi @elbi.bsky.social · 07/01/2026
They want you to see this and unionize less. You may be next, etc etc, the fear. But the lesson must be: Unionize MORE. One team, one department, one studio protected? Shut down. *Every* studio protected? They can't shut them all down (without trashing the shareholder value, their only KPI).
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Rebekah Valentine @duckvalentine.bsky.social · 07/01/2026
infuriated on behalf of my union siblings in Halifax over this, even moreso after the absurdly long history of struggle in Canada trying to get a union going within Ubisoft. www.ign.com/articles/ubi...
ign.com
Ubisoft Shuts Down Assassin's Creed: Rebellion Developer Halifax Studio Just 1 Month After It Unionized - IGN
Ubisoft has shut down its Halifax Studio, just one month after 61 of its 71 workers voted to unionized.
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PolyCube 🦆 @polycube.dev · 22/12/2025
final day of @scorespace.net game jam! the game actually turned out quite fun even though I suck at it literally sweating while playing Also the music is such a bop! #gamedev #indiegame
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Melos Han-Tani (Danchi Days out Oct 29!!) @hantani.bsky.social · 08/12/2025
Angeline Era is OUT NOW!!! 🔍Every level hidden in plain sight… 🗺️… chart your own path through the world! ⚔️Tons of thrilling combat, mysterious places… 👼… and a soul-shattering story! GET IT HERE!! store.steampowered.com/app/2393920/...
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Lazy Eti @lazyeti.bsky.social · 08/12/2025
mood
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Melos Han-Tani (Danchi Days out Oct 29!!) @hantani.bsky.social · 25/11/2025
Two weeks to Angeline Era releasing! Been nervous about the release but very happy that testers are enjoying searching for levels across its overworlds, as well as the bumpslash combat and story! store.steampowered.com/app/2393920/...
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Lazy Eti @lazyeti.bsky.social · 25/11/2025
Hey @vine2d.bsky.social is there a way i can dm you? Twitter is busted and i'd like to pick your brain about something.
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VISION QUENCH - Wishlist Now!!! @wizmud.bsky.social · 22/11/2025
Announcing VISION QUENCH Fight your way through a sprawling mega dungeon and uncover the truth with up to 3 other players online. Wishlist now!!!!!! (Link in replies) ⬇️ #screenshotsaturday #gamedev #indiegame
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Lazy Eti @lazyeti.bsky.social · 15/11/2025
if you're doing anything position based perhaps you'll need to turn on Custom Vertex Stream and send the "Center" variable to your shader ?
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Lazy Eti @lazyeti.bsky.social · 15/11/2025
also, just tested the GPU performances of this tech rendered at 1920x 1080: 10 steps= 1.55ms , 25 steps = ~3.65ms , 50 steps =~6.5ms This is pretty heavy although i'm sure this could be improved with some tweaks to my ray marching algorithm
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Lazy Eti @lazyeti.bsky.social · 15/11/2025
damn! it does work. I'm so dumb. Welp anyway, i'll still post my other experiment tomorrow since i think it's still sturdier and more performant than screen space effects
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Lazy Eti @lazyeti.bsky.social · 15/11/2025
Although, after writing all of this, I'm starting to realize that it might have been possible to solve this limitation by calculating the offset additively on the c# side and feeding it to the shader... oh well! I might have to revisit this in the future!
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Lazy Eti @lazyeti.bsky.social · 15/11/2025
This is when I hit a brick wall for like a full day and decided to scrap it all and start fresh with a new approach. New thread incoming...
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Lazy Eti @lazyeti.bsky.social · 15/11/2025
If your camera can't be rotated, this issue can be entirely solved by offsetting the marched steps based off the cam world position. However this technique creates a new problem because if you rotate the camera, the whole coordinate system needs to shift based off the current camera direction.
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Lazy Eti @lazyeti.bsky.social · 15/11/2025
I got SO close to make it work but there's one big issue i just couldn't fix and it is world space stabilization. Basically, since the effect is calculated in screen space, the rays just follow the camera instead of looking grounded in the world. You can better see the issue when depth fade is off.
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Lazy Eti @lazyeti.bsky.social · 15/11/2025
Using the ray marched positions it's also possible to compare their depth and discard the pixels if something is in front. Also, by calculating the distance between the reconstructed world position, it's possible to create a depth fade effect when the beams intersect with the world.
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Lazy Eti @lazyeti.bsky.social · 15/11/2025
The basic idea behind this technique is to create a plane in screen space perfectly parallel with the sun's angle while also facing the camera. Then, the shader can ray march forward by pushing the plane positions using the camera direction and sample the shadow map at the new positions.
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Lazy Eti @lazyeti.bsky.social · 15/11/2025
This week, I experimented a lot and managed to create god rays for my game. Here's the result of one of the test I did before scraping it in favor of a different approach. (I got like 95% of the way there but ended up facing issues i couldn't figure out how to solve)
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David Holland @davidhol.land · 22/11/2024
I've added Open Graph meta tags to my website so now link cards should look nice :)
davidhol.land
3D Pixel Art Rendering
What I've learned making 3D pixel art in Godot and beyond.
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Lazy Eti @lazyeti.bsky.social · 07/11/2025
It works in steps but i implemented a way to assign specific tile types using the other chanels of the height texture. for example i can replace the type of a ledge to a slope and it'll run a specific bit of code puting down a ramp mesh. It's restrictive but i think it works for my specific needs.
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Lazy Eti @lazyeti.bsky.social · 07/11/2025
nah vertex painting was very inconvenient so i went for a texture approach. The splat texture is 4x the size of the height map for smooth artistic control. The texture is then blended with a noise and stepped in the shader to make it a little more organic looking.
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Lazy Eti @lazyeti.bsky.social · 07/11/2025
I mentioned that it was custom because I decided to create my own tile based terrain editor instead of using the default unity one but I do use Unity API of course
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Lazy Eti @lazyeti.bsky.social · 07/11/2025
The selection algorithm and mesh combining gets triggered after any change to the height map but it's really fast and doesn't really get heavy because the map is divided in smaller chunks. The operation only runs on the currently modified chunks instead of the whole map.
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Lazy Eti @lazyeti.bsky.social · 07/11/2025
grass is a little more complicated because it's GPU instanced but @cyanilux.bsky.social made a great breakdown here: www.cyanilux.com/tutorials/gp...
cyanilux.com
GPU Instanced Grass Breakdown
A post showing how Shader Graph can be used with DrawMeshInstancedProcedural / RenderMeshPrimitives and DrawMeshInstancedIndirect / RenderMeshIndirect to draw grass using GPU Instancing.
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Lazy Eti @lazyeti.bsky.social · 07/11/2025
the ground meshes are selected from a list via an algorithm based on the height map and added to a CombineInstance List to finally be merged via CombineMeshes () into one solid mesh.
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Lazy Eti @lazyeti.bsky.social · 07/11/2025
hehe thanks man!
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Lazy Eti @lazyeti.bsky.social · 07/11/2025
Entirely homemade! It was a lot of work to setup everything but I think it's worth it in the end : )
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Lazy Eti @lazyeti.bsky.social · 07/11/2025
Day 6: - Improved splat painting performances a lot! - Added brush falloff - Cleaned up a whole bunch of code
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