qew Nemo @qewnemo.bsky.social · 11/08/2026I participated in the GP Direct showcase again this year. You can check out my humble contribution showing early examples of the current generation of 3D sculpting in qemical flood alongside other homebrew graphics projects in the video below. 031
qew Nemo @qewnemo.bsky.social · 24/07/2026The establishing brush for free-form sculpting of smooth surfaces in qemical flood is finally looking like it's supposed to. 000
qew Nemo @qewnemo.bsky.social · 13/03/2026The core fundamentals of my smooth surface based rendering tech have become even more viable. I have seemingly implemented a workaround that makes the 32 bit precision output visually indistinguishable from 64 bit output. More testing is needed, but this is another huge leap. 020
qew Nemo @qewnemo.bsky.social · 27/02/2026Here's the face constructed from simple distance-based functions I have shown earlier (including in the GP Direct 2025 showcase) rendered with the new technique. 010
qew Nemo @qewnemo.bsky.social · 24/02/2026So at least the algorithm itself is fine and precision enhancement will have to be an ongoing effort together with performance optimization — I certainly have ideas for both — as I finally move onto proper sculpting. 000
qew Nemo @qewnemo.bsky.social · 24/02/2026I have accomplished the core of my vision for the qemical flood technology. A reconstruction of arbitrary smooth surfaces from control points in real time. I wasn't able to quickly eradicate 100% of precision errors in 32 bit float precision, but it is pristine in 64. 100
qew Nemo @qewnemo.bsky.social · 15/08/2025I'm happy to see Jeff make his own TTRPG! It's elegant, cool and fun! 020
qew Nemo @qewnemo.bsky.social · 11/08/2025GP Direct is a showcase of independently developed videogames and game engines with emphasis on realtime graphics programming. It's full of soul, heart and skill. I was very impressed with showings of others and honored to be featured among them. Check it out! 041
qew Nemo @qewnemo.bsky.social · 11/07/2025How it started vs how it's going with regards to the duck. 010
qew Nemo @qewnemo.bsky.social · 05/07/2025I'm also actively brainstorming what kind of interactive toys and examples I could give exclusively to my supporters on top of the publicly available tech demos. 000
qew Nemo @qewnemo.bsky.social · 05/07/2025But as I'm getting into making more and more complex 3D models I sincerely expect the updates to become more juicy with objects from my game projects, my fictional worlds and ultimately in-game scenes. 100
qew Nemo @qewnemo.bsky.social · 05/07/2025I don't go into technical details there, I just share my experience working on the project and show visually interesting glitches I have encountered on the way. So it will read a bit like a diary of a madman at the moment. 100
qew Nemo @qewnemo.bsky.social · 05/07/2025If you want to see more visual styles and lower the effort required to make graphics, you can help it happen. I have posted updates to my Patreon. www.patreon.com/c/qNemopatreon.comGet more from qew Nemo on Patreoncreating experimental video games, music, computer graphics art 100
qew Nemo @qewnemo.bsky.social · 05/07/2025Whether it reaches the absolute peak of what it could be remains to be seen, but it could definitely be much more than it already is. If you want novel independent research into videogame technology to happen, you have a chance to help it continue and flourish. 100
qew Nemo @qewnemo.bsky.social · 05/07/2025qf is an experimental 3D renderer utilizing well known approaches like parametric surfaces and raymarching with a plethora of custom solutions to deliver intuitive smooth 3D. It's already a long way along towards the vision described above. 100
qew Nemo @qewnemo.bsky.social · 05/07/2025You could have completely free form sculpting while also utilizing CAD-like design approaches whenever necessary. And all of this was viable to be rendered in real time in videogames. qemical flood is aiming to be this approach. 100
qew Nemo @qewnemo.bsky.social · 05/07/2025Imagine there was an approach to 3D that let you freely set up control points in space which would be connected with smooth surfaces. Meaning you would have the simplicity of shaping 3D objects in Minecraft with the smoothness of extremely high polygon count meshes or SDF objects 110
qew Nemo @qewnemo.bsky.social · 13/06/2025I'm continuing to improve how clean the freeform sculpting tools for my 3D renderer qemical flood are. I'm hoping to use it to produce graphics in my games soon. 000
qew Nemo @qewnemo.bsky.social · 23/05/2025As a bonus demonstration of the current state of qemical flood rendering, here's a torus produced with values computed with a torus formula. This is not an SDF torus, it's still a surface formed via arbitrary control points. You can see their distribution on the right image. 000
qew Nemo @qewnemo.bsky.social · 23/05/2025As I'm improving the sculpting tools I'm making keys and hearts that are substantially less creased. It's still not what I'd call optimal or clean but I would call that progress. 100
qew Nemo @qewnemo.bsky.social · 28/02/2025Uploaded a quick simple video showing the new update of my parametric 3D rendering algorithm. youtu.be/Cqi6D0LGMmIyoutu.beqemical flood 0.2.26.0 — free 3D sculpting with parametric surfacesYouTube video by qew Nemo 000
qew Nemo @qewnemo.bsky.social · 27/02/2025that allows you to alter and sculpt the surfaces yourself. It will be a while before my 3D editor is ready for regular users but that way you can still get an early taste to get the idea of the possibilities. 000
qew Nemo @qewnemo.bsky.social · 27/02/2025I certainly expect my Patreon updates to become more juicy and substantial as the technology matures, since I'm going to make actual games with it. I'm also considering making a more interactive tech demo exclusive to Patreon supporters, 100
qew Nemo @qewnemo.bsky.social · 27/02/2025I'll also update my Patreon with posts about the development process, I don't go into any technical specifics (!), it's more like a diary of a madman, but I share some visual glitches that I found interesting while developing, some of which I might reproduce intentionally later. 100
qew Nemo @qewnemo.bsky.social · 27/02/2025I'll start posting some simple models until I finally shift to releasing more complex and beautiful ones and of course update the tech demo as soon as I can. 100
qew Nemo @qewnemo.bsky.social · 27/02/2025Now I will need to do a lot of cleanup (the research version of the main shader is almost 2 megabytes of pure text, which is obviously insane) as well implement some core model editing features into my editor. 100
qew Nemo @qewnemo.bsky.social · 27/02/2025The new algorithm ended up being somewhat more performant than I expected while working on it, due to the relative simplicity of the final implementation and certain additional benefits it provides. I didn't expect this video to be recorded at 60 fps. 100
qew Nemo @qewnemo.bsky.social · 27/02/2025I have finally improved the main rendering algorithm of qemical flood to be more organic and fluid, producing 3D surfaces that are less bumpy and more conformant to aesthetically pleasant and intuitive expectations. Along with it I have implemented completely free 3D sculpting! 110
qew Nemo @qewnemo.bsky.social · 31/12/2024If people can forgive having strong feelings about anything, it should be about Sonic. 050
qew Nemo @qewnemo.bsky.social · 21/12/2024This video really motivated me to push myself to new limits. 010
qew Nemo @qewnemo.bsky.social · 13/12/2024🧪 the tech demo : qew-nemo.itch.io/qemical-floo... ❤️ patreon : patreon.com/qNemo 🙏 donations : buymeacoffee.com/qnemo 🥳 discord : discord.gg/wBedrQXnN9 qemicalflood.techqew-nemo.itch.ioqemical flood tech demo 1 by qew Nemo3D model viewer for the experimental renderer qemical flood 000
qew Nemo @qewnemo.bsky.social · 13/12/2024The Lilac. A 3D model made with my own experimental 3D technology qemical flood based on parametric surfaces. Its goals are maintaining high degree of artistic control, creating 3D art efficiently and achieving a variety of aesthetics. The last shot is a height + topology map. 110