Nolram @nolram.cimbrian.net · 25/09/2026For any fellows europeans - yes, the shipping costs are insane (this is for the 12€ pancake mix) 010
Nolram @nolram.cimbrian.net · 20/09/2026Take Stray, an absurdly detailed game made primarily by 2 environment artists over a span of 6 years, mostly as a hobby project (funding only came in about 4 years into the process AFAIR). It is however also only about 5, maybe 6 hours long. There so many factors at play in the economy of art. 010
Nolram @nolram.cimbrian.net · 16/09/2026I think the AAA games industry will never rid itself of the curse that are These Quixel Megascans Barrel 3D models 130
Nolram @nolram.cimbrian.net · 30/08/2026@demofox.bsky.social Here it is running on Windows 10 - it is definitely using normal windows UI elements, if the colored areas aren't part of the code then I'm not sure why they are there but they seem to be universal. Out of curiosity, why are you using WxWidgets over /for example) QT or ImGui? 200
Nolram @nolram.cimbrian.net · 25/06/2026Recorded a steel forge that makes car parts in Argentina for some awesome sounds today :) 081
Nolram @nolram.cimbrian.net · 29/03/2026Some quick Houdini practice since I haven't used it in years, featuring a bit of crude sound design as well :D 0122
Nolram @nolram.cimbrian.net · 16/03/2026DLSS 5 in AC Shadows almost makes the rooftops here look they are snowy. Also what's up with the glowing debris pile there :O 101
Nolram @nolram.cimbrian.net · 16/03/2026I know everyone is posting those DLSS face comparisons around, and that is of course a huge affair, but what gets me so much about DLSS 5 is how changes the lighting of every scene into this slightly overcast thing. Like it looks like they just slapped a skylight on, all directionality is just gone 4112
Nolram @nolram.cimbrian.net · 23/02/2026I'm watching old GDC editor design talks by @rystorm.com, but constantly distracted by how incredibly funky those glasses look 230
Nolram @nolram.cimbrian.net · 12/05/2025Stress type (Compression and Tension) visualisation in my new stress algorithm as part of the new destruction system I made a few months ago :D 1163
Nolram @nolram.cimbrian.net · 11/05/2025hi I'm back, have some destruction R&D stuff from a while ago :) 2133
Nolram @nolram.cimbrian.net · 16/04/2025Not in any particular order; I left a few spots open for potential future favourites :) idk what my game taste is either 000
Nolram @nolram.cimbrian.net · 27/12/2024For reference - normally when an item is regionlocked, you get a page like the attached screenshot, and you'll find a restricted_countries key for the App on SteamDB. 060
Nolram @nolram.cimbrian.net · 27/12/2024Not normally what I like posting about. But. @steampowered.com appear to have seriously broken the german Steam store. Many games - like Doom 3 or The Vanishing of Ethan Carter - just simply don't have a buy button anymore. (They are not restricted in germany, there's nothing in SteamDB about it.) 4133
Nolram @nolram.cimbrian.net · 25/11/2024Found an old geometry cache playback experiment from some years ago :) The dynamics still look quite good I think! Rendering became the bottleneck here, so Vertex Animation Textures are probably the way to go afterall (who could have thought). #techart #gamedev #simulation #realtimevfx 0282
Nolram @nolram.cimbrian.net · 26/10/2024Accidentally implemented some kind of translucency in my deferred lighting pipline recently by... not treating backface normals correctly. But hey these leaves look pretty good now! Not intentional but sure appreciated! #gamedev #techart #rendering 080
Nolram @nolram.cimbrian.net · 25/10/2024Really old Quasar-ish thing. I need to get back into experimenting with raymarching :) #gamedev #techart #realtimevfx #vfx 0151
Nolram @nolram.cimbrian.net · 23/10/2024An old real-time destruction experiment of mine, with the old angle-based stress algorithm... It's old but I still think it looks good! #gamedev #techart #simulation #realtimevfx 0222
Nolram @nolram.cimbrian.net · 22/10/2024Fog is such a uniquely beautiful phenomenon somtimes... This is a screenshot from a weekend project 2 years ago. It's still one of my favourites, the natural gradient from overlapping volumetric fog volumes is just breathtaking. #gamedev #3D #techart 2123
Nolram @nolram.cimbrian.net · 22/10/2024Normally temporal reprojection utterly destroys clarity of VFX in games... but what if we used temporal reprojection to our advantage? A few screenshots from an experiment some years ago. #realtimevfx #vfx #techart #gamedev 1101