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ruben3d

@ruben3d.bsky.social
91 followers 97 following 56 posts

Software developer. github.com/ruben3d

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ruben3d @ruben3d.bsky.social · 19h
Went to the Anish Kapoor exhibit at the Hayward gallery. I was looking forward seeing vantabkack in person. It is certainly really black, but not as much as I expected. The artist did a good job working around the limitations and hiding the issues.
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ruben3d @ruben3d.bsky.social · 06/10/2026
VRML and others from that era come to mind
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ruben3d @ruben3d.bsky.social · 01/10/2026
And have a replay option, where you simply sit back and enjoy the process in real time
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Reposted by ruben3d
Open Sky Sim @openskysim.bsky.social · 25/09/2026
It all started as a experimental fork of @ruben3d.bsky.social RetroFlighSim, its HUD and F-22 is still in place. If you like 90s sim resurrections also checkout @why485.bsky.social @hijongpark.bsky.social @hiddenasbestos.bsky.social #flightsim #lowpoly #retrogaming #gamedev
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ruben3d @ruben3d.bsky.social · 25/09/2026
It's great to see people building on top of my foundation, open source ftw!
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ruben3d @ruben3d.bsky.social · 30/08/2026
For me the goal was unlocking the three islands, once I could free roam everywhere I lost the will to progress with the story
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ruben3d @ruben3d.bsky.social · 21/08/2026
You could paint smiles or sad faces on them, so color blind people can still get some visual feedback. Also, make green lighter and red darker, so again color blind people can see the intensity gradient, regardless of the tone
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ruben3d @ruben3d.bsky.social · 16/08/2026
You could try shrinking the mask a bit for the trees, as trees need more snow to be covered than the ground, trees close to the boundary are unlikely to be covered. That way you would get a bit more visual variation for free
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ruben3d @ruben3d.bsky.social · 15/08/2026
That smoke seems made out of metaballs
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ruben3d @ruben3d.bsky.social · 07/08/2026
Thanks to @dieworkwear.bsky.social I was expecting a collar gap
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ruben3d @ruben3d.bsky.social · 02/07/2026
A bit disappointing that the pilot is not a pig
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ruben3d @ruben3d.bsky.social · 01/07/2026
Exterior view
Retro-inspired race track with a McLaren MP4/4 showing the Virtua Racer colors
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ruben3d @ruben3d.bsky.social · 01/07/2026
I wanted to practice some #pixelart for a simple cockpit, so put a small prototype together. Cockpit done with #Aseprite + #Blender + #Inkscape based on McLaren MP4/5. The track is an old model I created for a game made by @idaho06.bsky.social The car is the MP4/4 but hard to see from within.
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ruben3d @ruben3d.bsky.social · 02/06/2026
I do that with opengl too 😅 basically differentiate runtime image layout from file storage image layout, and convert between them at the boundaries
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ruben3d @ruben3d.bsky.social · 02/06/2026
That's why DirectX UV coordinates always felt weird to me. OpenGL uses bottom left too.
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ruben3d @ruben3d.bsky.social · 20/05/2026
Looks good! Are you using moonlight for the night scene or static lighting?
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ruben3d @ruben3d.bsky.social · 16/05/2026
I can hear this gif
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ruben3d @ruben3d.bsky.social · 15/05/2026
At work we implemented these kind of toolbars, like in PS. Turns out people not used to those tools didn't read the hints and never discovered the "hidden" features (99% of our users :D ). We moved to displaying then on hover instead of on hold first, now onto simply not grouping into submenus
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ruben3d @ruben3d.bsky.social · 13/05/2026
I usually use Filezilla, and zip folders with many files
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ruben3d @ruben3d.bsky.social · 07/05/2026
This is what I get every time I try to work with bevel effects in inkscape 😅
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ruben3d @ruben3d.bsky.social · 05/05/2026
Went with plain OpenGL just in case I want to move away from SDL3 in the future, not tightly coupled. I had some weird Windows 11 compositing issues on multi-screen multi-GPU setups, found a workaround, and eventually got fixed with a driver update. I don't know if caused by not using their OpenGL
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ruben3d @ruben3d.bsky.social · 05/05/2026
I use it with opengl to avoid the platform-specific bits and works pretty well, lets you focus on what is important
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ruben3d @ruben3d.bsky.social · 03/05/2026
No AI slop today, just good old photoshop. I recognise that Earth picture.,has been around for quite a few years already
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ruben3d @ruben3d.bsky.social · 02/05/2026
I can still remember the sound when a race started with the semaphore, the shark in the water, repairing the car kicking the wheel...
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ruben3d @ruben3d.bsky.social · 30/04/2026
That ship reminded me of Jayce et les Conquérants de la lumière
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ruben3d @ruben3d.bsky.social · 29/04/2026
"...looks like we're shy one horse." "You brought two too many." Added to wishlist!
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ruben3d @ruben3d.bsky.social · 19/04/2026
Looks like the second row got the He-man treatment
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ruben3d @ruben3d.bsky.social · 26/03/2026
That just triggered a memory from my childhood www.mobygames.com/game/498/blo...
mobygames.com
Screenshot of Blockout (DOS, 1989) - MobyGames
Another ingame shot with CGA graphics
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ruben3d @ruben3d.bsky.social · 23/03/2026
iirc that was Bill Roper, made the Orc voices in all three Warcraft games
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ruben3d @ruben3d.bsky.social · 08/03/2026
It's called a color grading LUT. Basically it is a 3D texture used for lookup, where normalized RGB values map to the actual color to display. If the color at that coordinate is the same as the coordinates themselves, there is no color change. Better info scanmountgoat.github.io/Smush-Materi....
scanmountgoat.github.io
Color Grading LUT - Smash Ultimate Material Research
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ruben3d @ruben3d.bsky.social · 07/03/2026
This gave me an idea: shouldn't be hard to add an option to generate a color grading/correction texture for games, easily see a game in real-time using any palette generated with your tool with almost zero effort
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ruben3d @ruben3d.bsky.social · 26/02/2026
Always gives me Duke nukem 3D vibes
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ruben3d @ruben3d.bsky.social · 02/02/2026
That was specially noticeable in Doom. The palette had almost no dark reds nor pinks and faded quickly into light brown
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ruben3d @ruben3d.bsky.social · 24/11/2025
You can always bake a GI solution such as radiosity in the vertex colours if you have enough density
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ruben3d @ruben3d.bsky.social · 22/11/2025
Trivia: I played the EGA version first, and felt later versions did not set the right mood at the start. Recently I found that the EGA version shows a sunset when you first enter the town, and the night version later, so you arrive there just at sunset, and everything else happens at 10pm iirc.
The Secret of Monkey Island, 16-color EGA version. View of the Melee docks as you enter the town for the first time (sunset) and subsequent visits (night).
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ruben3d @ruben3d.bsky.social · 10/11/2025
For this particular case, I would go with 3D at a reduced framerate. Always felt that smooth pixel art animations felt out of place.
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ruben3d @ruben3d.bsky.social · 08/11/2025
The palm trees on the left look a bit like Europe. I can see Spain, France, United Kingdom, Italy, Denmark...
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ruben3d @ruben3d.bsky.social · 23/10/2025
With per-instance non-destructive modifier stacks you could have many variations of a common shape, ideal for rocks, grass, foliage, etc.
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ruben3d @ruben3d.bsky.social · 16/10/2025
Got some Day of the Tentacle vibes
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ruben3d @ruben3d.bsky.social · 24/08/2025
Many years ago, implementing disk and sphere area lights in a raytracer, naively went for random polar coordinates for sampling the surfaces. That produced very noticeably artifacts due to higher density when rho was small. Wolfram got me covered with their disk and sphere point picking articles.
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ruben3d @ruben3d.bsky.social · 03/06/2025
You might still get some convincing volume effect easily if the view never gets close: from the grayscale noise, use simple parallax mapping for volume, and the screen space derivatives (dFdx or ddx) to get a normal for shading (that's how I got the shading out of a grayscale texture here:)
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ruben3d @ruben3d.bsky.social · 03/06/2025
Seems like an ideal position to get into volumetric clouds
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ruben3d @ruben3d.bsky.social · 07/05/2025
This one has Townscaper vibes
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ruben3d @ruben3d.bsky.social · 27/04/2025
And this is the Github repo, so you can have a peek at the source code and some extra information in the FAQ: github.com/ruben3d/sand...
github.com
GitHub - ruben3d/sandbox-sdf: Playground for experimenting with signed distance field textures for shape and text rendering
Playground for experimenting with signed distance field textures for shape and text rendering - ruben3d/sandbox-sdf
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ruben3d @ruben3d.bsky.social · 27/04/2025
You can experiment with the live demo here: ruben3d.github.io/sandbox-sdf/...
ruben3d.github.io
Sandbox - Signed distance field rendering
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ruben3d @ruben3d.bsky.social · 27/04/2025
I added support for rendering some shapes too, based on the excellent work by @iquilezles.bsky.social
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ruben3d @ruben3d.bsky.social · 27/04/2025
It can render text, generate a SDF texture out of it, and then apply real-time effects, fully customisable with a variety of parameters. The idea is to animate many of these as a result of user interaction.
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ruben3d @ruben3d.bsky.social · 27/04/2025
I have been working on a signed distance field texture renderer, to develop a better understanding of how it works for a personal project. Using #Typescript and #threejs, the source is available #opensource (links below)
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ruben3d @ruben3d.bsky.social · 25/04/2025
Have you thought of randomising the path vertex locations per vehicle, within a radius ? That way they might travel at different speed, but be able to pass each other without much actual AI as the paths won't overlap that much
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ruben3d @ruben3d.bsky.social · 10/04/2025
Coming from you, I can't tell if that's a picture or a render anymore
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