AbandonWindow @patricknasralla.com · 06/09/2025lol @steampowered.com for asking me to prove I’m over 18 **when my literal account is** 🤦 120
AbandonWindow @patricknasralla.com · 08/07/2025Someone has been making my day on my morning dog walks lately! Thanks mystery person! 000
AbandonWindow @patricknasralla.com · 18/04/2025If you happen to have a decent real camera. Then I highly recommend this doing this: 020
AbandonWindow @patricknasralla.com · 07/02/2025Back to the particles today! Got the system all hooked up to real-time audio input for "ListenState" which now outputs audio spectrum info! I've found that the state machine is really helping to manage complexity now. 152
AbandonWindow @patricknasralla.com · 05/02/2025One of the cool things about shifting my particle simulation wholly to compute is that I can decide *exactly* which kernels to dispatch. This means: particle state machine! 180
AbandonWindow @patricknasralla.com · 30/01/2025Worked on porting some of the Unity VFX graph functions to custom compute shaders today! Very early days but I'm quite happy with my versions of sphere attractor and turbulence so far! 190
AbandonWindow @patricknasralla.com · 21/01/2025Back to work with some particle VFX for an upcoming PuzzleDust project! Today I had some fun with SDFs... 070
AbandonWindow @patricknasralla.com · 30/10/2024Back to playing with swarm simulations for an as yet undisclosed game project. Trying to model the idea of a devouring swarm of Von Neumann cubes... This time I decided to move away from flocking (boids) and try playing with curl noise. I think the motion here "feels better"! #madewithunity #vfx 2140
AbandonWindow @patricknasralla.com · 29/10/2024Thought I'd post a bit of older work transferred from the _other_ site... Here's one of a few physarum (slime mold) simulations that I created a while ago. 3 million agents using a novel algorithm that changes the search range as the amount of "scent" increases. #madeinunity #compute #vfx 1181
AbandonWindow @patricknasralla.com · 26/10/2024Making progress on an idea to try and create a "living liquid" effect. Decided to play around with Unity's HDRP post process volumes to see how far you can push screen space techniques to fake fluids. Custom compute for the particles themselves, still. #technicalart #madewithUnity 090