Pedro Nunes @pedronunes.net · 08/09/2026Added support for rendering the orbits of the selected / hovered objects. Another to-do list item down :) #space 010
Pedro Nunes @pedronunes.net · 06/09/2026Still lots to do, but got ~27k out of ~30k orbital objects propagating in real-time inside the browser. Praise #webgpu and compute shaders. 010
Pedro Nunes @pedronunes.net · 06/09/2026Wait, what. This is a real thing? I first thought it was AI generated. 342
Pedro Nunes @pedronunes.net · 02/09/2026Finally, it is all coming together. Simulating >30K objects in #space from real data, using #webgpu in a custom engine. Using Space-Track and Celestrak as data sources. 020
Pedro Nunes @pedronunes.net · 04/06/2026This is a cat checkpoint; relinquish your most recent cat picture. He's still a little uncomfortable: anything less than 3 pillows is barely acceptable as a sleeping spot. 130
Pedro Nunes @pedronunes.net · 10/05/2026I should be trying to fix a regression in Hexterminate but there's nothing I can do. Sorry, players 😭 #gamedev 082
Pedro Nunes @pedronunes.net · 05/05/2026Steadily making progress with implementing Context Steering. Ship movement is looking much better already, including being able to stay at optimal range while maintaining facing. #gamedev 051
Pedro Nunes @pedronunes.net · 02/05/2026She's actually dozing like this. Very comfortable I'm sure. 070
Pedro Nunes @pedronunes.net · 24/04/2026Ah, I forgot you can't change authentication settings and then publish a patch to main in Steam for 72h. Ok, the patch will need to wait a few days then. Super happy with the new glow effects, look at those beams! #gamedev 021
Pedro Nunes @pedronunes.net · 19/04/2026Sunshine! There's loads of work to do around the house, but what if... 010
Pedro Nunes @pedronunes.net · 09/04/2026If I never see you again, I know I've lost you somewhere in here. 110
Pedro Nunes @pedronunes.net · 07/04/2026Something is clearly broken and we'd like to apologise for the inconvenience. 010
Pedro Nunes @pedronunes.net · 04/04/2026Been spending some time working on an update to my old game, Hexterminate. Replacing the UI with RmlUI - I should have done this ages ago. #gamedev 062
Pedro Nunes @pedronunes.net · 04/04/2026Back from visiting Italy. That was a wonderful week and a half, going to Rome, Orvieto, Florence and Pompeii. 010
Pedro Nunes @pedronunes.net · 26/03/2026I loved the Vatican Museums - they're immense and fascinating, including large Egyptian, Roman and Etruscan sections. Book in advance and get the audio guide if this is your vibe. Same for the Colosseum, pre-book and get the archeological park bundle. Really worth it, skips lots of queueing. 000
Pedro Nunes @pedronunes.net · 11/03/2026Shaping up nicely, can now display the names of orbital objects. Automatically hiding when there are more than 100 as otherwise it does get very busy since we have >30k in orbit. Next, to show the labels on mouse hover... 010
Pedro Nunes @pedronunes.net · 15/02/2026I hadn't realised how much debris had been generated from _one_ anti-satellite test. 000
Pedro Nunes @pedronunes.net · 07/02/2026Just got the data ingestion and rendering functional, showing just shy of 30 thousand orbital objects. My thanks to #spacetrack and #celestrak, as this is only possible due to their data. #space 020
Pedro Nunes @pedronunes.net · 25/01/2026I've been building a satellite tracker using #webgpu and the data from Celestrak. There's lots to do, but it is coming along quite nicely. 040
Pedro Nunes @pedronunes.net · 17/01/2026It is a SLS Block 1 rocket - I don't know if they use the same launch tower, but it was awesome to put together! 110
Pedro Nunes @pedronunes.net · 04/01/2026Well, that's a launch tower alright. This Lego model is a monster. 030
Pedro Nunes @pedronunes.net · 03/01/2026OBS and HDR really aren't playing ball together. Lets try the capture again, see if it worked better this time... 010
Pedro Nunes @pedronunes.net · 02/01/2026Mips now being generated correctly, rendering's shaping up. Will either tackle setting up the post-processing chain next or ambient reflections, but that's one for tomorrow. #gamedev #webgpu 161
Pedro Nunes @pedronunes.net · 31/12/2025The tangent space was calculated using a screenspace/UV technique which just required the model to have normal data, but it caused incorrect lighting (first picture). The second picture uses exported tangent data as an additional buffer in the GLTF file. #gamedev #webgpu 141
Pedro Nunes @pedronunes.net · 29/12/2025Rendering is coming along nicely; some artifacts still need to be addressed, but nice to see this running inside the browser with #webgpu. #gamedev 031
Pedro Nunes @pedronunes.net · 26/12/2025If you like puzzles and want to suffer, Lego has something for you. 060
Pedro Nunes @pedronunes.net · 23/12/2025There we go, now with (baked) AO applied. The tangent space is being calculated in screen space in the pixel shader though - the model only has normals, no tangents. I think I'll modify the pipeline to export tangents, and then calculate the tangent space properly in the vertex shader. #gamedev 0102
Pedro Nunes @pedronunes.net · 22/12/2025WIP assets, but looking promising; not convinced by the PBR yet, needs some dedicated work with the GLTF importer to correctly handle the tangents. 010
Pedro Nunes @pedronunes.net · 21/12/2025Some more progress with getting the engine running inside the browser properly. The input and canvas resizing is taking some iteration, but it's getting there 🙂 010
Pedro Nunes @pedronunes.net · 17/12/2025Major milestone! Fair amount of insanity to get to this point ( and various bugs I need to address) but this is a deployment of my custom engine (C++, #WebGPU) to the browser. Assets are streamed on-the-fly from Cloudflare, with only the code + asset manifest being in the first load. #gamedev 071