Geenz!

Geenz!

@geenz.bsky.social

https://geenz.xyz/ Viewer person @secondlife.bsky.social! Some weird enby! 30 something! Opinions my own, occasional hot takes on random industry stuff, etc! 18+ only Somewhere in your walls

700 followers673 following1.6K posts

Think after I get the avali fursuit's form done, I'm gonna try casting a latex skin for it. Or may making my davali gas mask but for RL.

Vent holes? Or camera holes? Hmmmm (I want to use display glasses to see so I can keep that avali shape on the outside)

Pretty much I'm looking at having just enough space to route some wires for a couple of cameras that can be strategically located in this nostrils that I can hook up to a Pi or something with something like a pair of XREALs. Maybe some inserts for the mouth and such to hide it while adding detail.

So Castlevania: Belmont's Curse stuff. Overall, really good. The music is divisive, and for good reason - it's super samey with a generic game vibe going for it in a lot of places. With a series with as memorable of a sound track as Castlevania, this is probably the lowest point for the game.

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Really hope that Evil Empire and Motion Twin get to make another Castlevania. I'd love to see another game with Hector, showing what Alucard's was up to, or better: a game that focuses on Julius Belmont during the Demon Castle War. I'd also accept a remake of Rondo of Blood with similar mechanics.

So Castlevania: Belmont's Curse stuff. Overall, really good. The music is divisive, and for good reason - it's super samey with a generic game vibe going for it in a lot of places. With a series with as memorable of a sound track as Castlevania, this is probably the lowest point for the game.

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Also gotta say I wish there was more enemy variety. And some enemies very much got nerfs from their classicvania counterparts, while some got buffed. To a point I kind of agree with some of the nerfs, but like once you get the whip and some practice in a classicvania those nerfs make no sense.

Like this fucker. This fucker was ass in previous games, with the ability to block attacks and poke you through walls. In Belmont's Curse they're pretty much nothing once you have a whip.

So Castlevania: Belmont's Curse stuff. Overall, really good. The music is divisive, and for good reason - it's super samey with a generic game vibe going for it in a lot of places. With a series with as memorable of a sound track as Castlevania, this is probably the lowest point for the game.

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Collectables! There are many! And it's more than just a completion thing! Certain story elements do require you to collect and level along the way - but this is moreso to get a certain ending in the game. This is probably one of the weaker points of the game. Most collectables are optional.

Speaking of most collectables and progression, you can absolutely attempt to speed run to one of the endings. I don't recommend it, but that's a thing you can do.

So Castlevania: Belmont's Curse stuff. Overall, really good. The music is divisive, and for good reason - it's super samey with a generic game vibe going for it in a lot of places. With a series with as memorable of a sound track as Castlevania, this is probably the lowest point for the game.

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Basically, the game bleeds skill issue throughout the whole thing. Things only start to become easy wins when you're stupidly overleveled and have your arcana maxed out. Which TBH is great.

Other things: Boss gimmicks! Yes, there are a few. Like a boss that no matter how much health you have, you can't get hit more than N times. One that has a third phase that you have to speed run their stage to get to. Etc. These mixed things up pretty well, and I liked them.

So Castlevania: Belmont's Curse stuff. Overall, really good. The music is divisive, and for good reason - it's super samey with a generic game vibe going for it in a lot of places. With a series with as memorable of a sound track as Castlevania, this is probably the lowest point for the game.

Gameplay-wise, challenging! Not in the same way as the classics - but bosses and challenge rooms will beat your ass fast if you don't know the patterns of all of the enemies in play. You don't have to be high level, but you will find spending 20 minutes on a boss pretty tiresome with memorization.

Reminder to those in areas that have elections here in the US: VOTE! And to us Pennsylvanians: You might only have local elections in your county, but it's still super important that you vote! Get your mail-ins, show up early to your polling locations, do whatever you gotta do to get the vote out.

We're seeing liberal waves around the world now, so lets try to move that needle towards progressivism by at least ejecting magats from office wherever they may be up for election.

First print of this is done - I mostly just need to find a better way to divide it so that I can scale it up slightly to look proportionally correct. Most avali heads are slightly bigger than what a human's head would be on the same frame. Probably gonna cast the "skull" out of silicone foam.

Geenz!@geenz.bsky.social

Time to start working on fursuit things

I have this weird head canon for avali that just go kinda feral but still have all of their intelligence just now they’re creature++

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And will just stare into space when you talk to them then randomly run off out of boredom mid conversation.

Say hi to them and they just stare at you like a cat that’s not sure if they want to acknowledge your existence or scurry off to commit a crime

I have this weird head canon for avali that just go kinda feral but still have all of their intelligence just now they’re creature++

Like little guy that’ll climb up the wall like a cryptid but’ll absolutely obtain a soldering iron to repair their drone or something

Okay the more I use the duo the more I like it. Being able to use it like a kind of mini-netbook is kinda really cool.

Y'know, I was really hoping to get my Lore hosting service up and running in a few months, buuuut with Tim Sweeney more or less choosing to double down at every available opportunity around slopifying games production, I think I'm just gonna put that on the shelf.

Geenz! reposted

> Coordinates: Confimed >>Location: Vali BirbHouse > ETA: 29.10.29 / 08 PM CET / 03 PM EST _ <Squad> #1 @giautum.eevee.center - IDFK LMAO #2 @hmage.net - Progressive Trance #3 @aussiedax.bsky.social - Neurofunk #4 Evilgate - Gobou Style #5 @alphamonster.creature.cool - Metalcore - Join via FLFR.9371

CopperTFox@coppertfox.vrc.dj

> Operation Nightfall > Target: Orbital Station - COMMAND DIRECTIVE - Deploy our best Squad! Five specialists. NO ROOM FOR FAILURE! Prepare for immediate deployment! Station must be secured at all costs! > Squad Deployment: Confirmed > Awaiting Final Coordinated 29.10.26 - COUNTDOWN INITIATED

So got the duo, and it’s neat albeit buggy. Allegedly pencil support is already in the 27.2 RC so guess I’ll check that out

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Folded out, it feels like a wider pro max. Which is kinda weird when you’re not holding it like a book. The new multitasking features are cool though. Finally, iOS can have more than one app open.

So got the duo, and it’s neat albeit buggy. Allegedly pencil support is already in the 27.2 RC so guess I’ll check that out

It’s the typical situation of industry does thing, apple waits forever to do it, and does it the apple way. I don’t think it’s really better or worse than existing foldables, it’s just the apple foldable (that intentionally folds this time)

The passport style form factor is pretty nice admittedly. I was originally hoping for something more like the RAZR, but this isn’t bad.

Thinking about how I want to do Volary dev videos and I keep coming back to how Apple does it but it’s an avali walking you through the code on camera

Like you have a smol bird just very professionally explaining Volary’s app manifests and how they relate to its network synchronization model, breaking down its reflection system and pointing out the performance implications between global and local sync

Seen on hellsite: Since Epic seems to like exclusives and AI generated games, can they please make AI games exclusive to EGS? Like don't even give Steam a chance, come on guys!

Years of development went into this, and I could have released a version of this _much_ sooner (think 2024-ish). But I think that the results now is infinitely better than what I could have shipped back then. I have entirely too many SIGGRAPH, REAC, etc. papers sitting in a folder at this point.

Geenz!@geenz.bsky.social

So general Volary updates, because the rendering engine is getting close to releasing: - GI! All the GI! All the (realtime) GI! It's looking _almost perfect_ - there's lots of tweaking and tuning, and I suspect that I'm not gonna get 100% of the way there. But that's okay!

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The result: Volary now has a spatial static and dynamic GI caching engine that uses clipmaps to store calculated GI reducing the amount of constant calculations that need to happen.

Another one: moving from a VR focused renderer for virtual worlds into a general spatial computing runtime brings with it some very different and interesting requirements and challenges. For example: mobile GPUs. Not all of them suck, but it does force you to add a ton of knobs to tweak and tune.

Years of development went into this, and I could have released a version of this _much_ sooner (think 2024-ish). But I think that the results now is infinitely better than what I could have shipped back then. I have entirely too many SIGGRAPH, REAC, etc. papers sitting in a folder at this point.

Geenz!@geenz.bsky.social

So general Volary updates, because the rendering engine is getting close to releasing: - GI! All the GI! All the (realtime) GI! It's looking _almost perfect_ - there's lots of tweaking and tuning, and I suspect that I'm not gonna get 100% of the way there. But that's okay!

Like for example, in Sauce I was originally looking to use a bunch of probes (similar to SL) to simulate global illumination. Turns out, there was an approach created by NVIDIA called DDGI that focuses on the diffuse term only, that the new 007 game demonstrated _very_ well in production.