Tiffany

Tiffany

@tiffany.moe

aka https://social.treehouse.systems/@tiffany she/her (english), ela/dela (português)

41 followers64 following38 posts

I spent a week converting my game's code from gdscript and gdextension C++ into C# (still using godot, but using its C# integration now) it's so much easier to work on the codebase now, I've already fixed a bunch of issues and I'm in a much better spot to add more gameplay systems

I started using material maker recently, it's an open source program for making PBR textures it's a much nicer workflow for my pixel art style than the krita filter layers I was using before, although it does crash a lot

I've been out of motivation on my godot project for a while, but today I got a foothold on it, converting star rendering to use compute shaders + CompositorEffect I'm going to try a different way to fix the issues that I got stuck on before (unrelated to star rendering)

I've been making a program that runs 3D cellular automata on the GPU using compute shaders, and renders using voxel raymarching I can run 512x512x512 volumes in realtime on my PC

Tiffany reposted

Whoa. That's a sprite, an elusive, high-altitude electrical discharge from a thundercloud photographed by NASA astronaut Nichole Ayers from the ISS earlier today. With reported sightings going back more than a century, this phenomenon was first photographed in 1989.

I started making a procedural planetary system generator, starting from a raw list of elemental abundances + a bunch of formulas for various minerals it's still pretty buggy but it's really cool to me that it's working at all

my dream here is to have a lot of weird emergent behavior caused by the random variation (which follows a log-normal distribution) I want titan-like seas of liquid methane, planets with crusts composed of 90% carbonate rocks, atmospheres that are primarily argon, etc I'm already not that far off

I added an intercept planner and now it's much easier to get to places without overshooting by 400 km/s it automatically activates when your closest approach to the selected object is inside its hill sphere (the area where orbiting it is possible basically)

the spacecraft is affected by gravity, I'm hoping to make it less confusing by adding UI/HUD elements it currently accelerates very fast (100 km/s^2, or 10 000 Gs), otherwise interplanetary travel would take real life hours

I accidentally made the distance between stars just a little bit too large and everything clamped to the maximum size of a 64bit integer the box edges look cool I tried clamping the position to a sphere to see what that would look like too

Tiffany reposted

i turned it into a drawing in the year 58,515 an interstellar ship tears through space at 99.9999% lightspeed, travelling to some far away place. the extremely blueshifted light is enough to heat its exotic hull to the point of incandescence

triple cheeseburger@triplchii.bsky.social

there's something kinda poetic about the idea of travelling so fast the cosmic microwave background radiation gets blueshifted all the way up to an intense visible light... a ship travelling so fast it sees the face of creation, and burns under a primordial fury long forgotten to the universe...

doing a big refactor of my project so that I can actually start working on game systems (a lot of the current code is a mess) I'm using data oriented design (for perf + for fun), which means lots of schemas I just got done with orbits & stars:

I've spent so many hours trying to understand how trees work I tried different tree creator programs, none worked the way I needed, so I started writing my own that works at runtime (currently <3ms to generate this tree) I also painted the leaf bunch and bark texture

Tiffany reposted

December 20, 2004 saw the release of Doukutsu Monogatari, AKA Cave Story, a free game that was quickly translated into English and became the talk of the Internet. It's hard to estimate the impact it had on the indie scene and on the resurgence of 2D outside handheld consoles.

Tiffany reposted

a neutron star in the year 120 trillion; in this future neutron stars have all cooled to only a few degrees above background temperatures, but they are still incredibly dense. these objects are very smooth and shiny, with splotches of dust from trillions of years of impacts #b3d

made a sand texture and then added support for multiple terrain materials (this is the first working version, there's still some bugs to work out) the water looks a lot nicer when there isn't grass under it

I've been on a quest to render an entire spherical planet in godot, without destroying the framerate on my laptop I got the terrain LOD working recently, and today I made a water shader

I made some progress on my godot project, added the start of a scenery/clutter spawning system I needed to use MultiMesh and direct RenderingServer/PhysicsServer access to avoid destroying fps everything is still placeholders, I'll have to make a bunch of rocks, plants, and ground textures

I beat factorio space age, it took 137 hours (been playing it since it came out a month ago...) my most recent playthrough of the base game (v1.1) took 40 hours for context very cool expansion pack. I liked fulgora a lot

Tiffany reposted

Replying to @mattnava.bsky.social

Funny story: Journey had no automatic shadows. I painted them all by hand. The shadow texture was not hi-res. To get the iconic sunset columns to cast sharp shadows, I made sure that they aligned with the pixel grid of the texture. Here you can see the shadow map I painted.

I found out today you can tile a sphere with quads using a rhombic dodecahedron, and made this in blender doesn't seem better than a cubed sphere in most cases, but it does get some usage, like the HEALPix map projection