Reposted by nikefootbagKenney @kenney.nl · 24/01/2026I was so incredibly tired of all those sound generators that can only create retro sounds... so I created my own! It's a work in progress and it'll be part of a new project but enjoy some sounds I've made. Each of these took a minute tops! ✨ 18648111 648
nikefootbag @nikefootbag.bsky.social · 24/01/2026Bad 3D models tho slow, and dangerous behind the wheel, can still serve a purpose. Mesh to Voxeling in blender might also be an interesting model-to-animated pixel art workflow too. #indiedev #blender 090 9
Reposted by nikefootbagXor @xordev.com · 12/01/2025I wrote about anti-aliasing in shaders and how you can implement it! mini.gmshaders.com/p/antialiasing 18121 81
Reposted by nikefootbagNikita Lisitsa @lisyarus.bsky.social · 18/12/2024I'm late for ~7 months, but I've finally published my C++ & WebGPU raytracer on GitHub! I've tried to keep the code fairly commented and readable. It works pretty well, but I've never managed to make refractions work with VNDF. Maybe another time :) github.com/lisyarus/web... 214024 140
Reposted by nikefootbagGame Developer @gamedeveloper.bsky.social · 16/12/2024"Our belief is that what we create is more important than the amount spent on development." Shigeru Miyamoto says it's 100% possible to create fun games with small teams and tight budgets and implores developers "not to lose sight of this perspective." #GDBestof2024gamedeveloper.com'Polish something that has never existed before:' Miyamoto explains how Nintendo is countering rising development costs'We believe that it is important to nurture developers who take this unique concept to heart.' 2679 67
Reposted by nikefootbagAras Pranckevičius @aras-p.bsky.social · 10/12/2024Huh, TIL. The "transform normals with inverse transpose matrix" is not ideal, turns out. Adjugate matrix is both better and faster to calculate. See github.com/graphitemast... and shadertoy by iq himself: www.shadertoy.com/view/3s33zjgithub.comGitHub - graphitemaster/normals_revisited: revisiting a known normal transformation in computer graphicsrevisiting a known normal transformation in computer graphics - graphitemaster/normals_revisited 515640 156
Reposted by nikefootbagSebastian Lague @sebastianlague.bsky.social · 06/12/2024Hello everyone! I've been experimenting with some different ways of rendering a fluid simulation, and made a video about the journey over here: youtu.be/kOkfC5fLfgEyoutu.beCoding Adventure: Rendering FluidsYouTube video by Sebastian Lague 2244180 441
Reposted by nikefootbagTim Dawson @ironicaccount.bsky.social · 21/09/2024my neglected platformer last time I touched it I was trying to unify wall slides and slopes to better handle edge cases *rimshot* #indiedev 1720934 209
Reposted by nikefootbagWill Goldstone @willgoldstone.bsky.social · 20/09/2024It's here! Our #Unite2024 Unity Engine Roadmap is ready for you. youtu.be/pq3QokizOTQ Feedback warmly welcomed in a thread here, will do my best to answer anything obvs. #unity3d #gamedevyoutu.beThe Unity Engine RoadmapYouTube video by Unity 0153 15
Reposted by nikefootbagameye @ameye.dev · 13/09/2024How to make a stylized water shader for your indie game! 🌊 #gamedev 636734 367
Reposted by nikefootbagRune Skovbo Johansen @runevision.bsky.social · 13/09/2024I'm creating procedural creatures and I need lots of example animals. So I've made a tool that tweaks the creature parameters to match a reference 3D model. It does this solely by comparing the silhouettes and executing the parameter changes which make them match more closely. #ProcGen #GameDev 2398 39
Reposted by nikefootbagameye @ameye.dev · 13/09/2024Hi! I'm Alex, I make shaders and do tech art. Currently working on a game project 😀 #shaders #gamedev 0527 52
nikefootbag @nikefootbag.bsky.social · 13/09/2023After 8 years with Unity i’m switching to Godot. So much so i’m also donating to the foundation. Exciting times! 050 5