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  <updated>2026-10-29T12:58:05Z</updated>
  <generator>https://nostr.now</generator>

  <title>Nostr notes by Rune Skovbo Johansen</title>
  <author>
    <name>Rune Skovbo Johansen</name>
  </author>
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  <entry>
    <id>https://nostr.now/nevent1qqs2gp7c78j0yvgv4dektkemrd5du6upr4uvaacm8altdl69z3nfnxgzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26psn8mx</id>
    
      <title type="html">Every time I&amp;#39;ve tried this, the tickets just get closed as ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqs2gp7c78j0yvgv4dektkemrd5du6upr4uvaacm8altdl69z3nfnxgzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26psn8mx" />
    <content type="html">
      In reply to &lt;a href=&#39;/nevent1qqswfrac44qt0du98xrdmq5q2q5wup8z8xxpke5y4rvhqen3k03kjkg98nkgw&#39;&gt;nevent1q…nkgw&lt;/a&gt;&lt;br/&gt;_________________________&lt;br/&gt;&lt;br/&gt;Every time I&amp;#39;ve tried this, the tickets just get closed as won&amp;#39;t fix, so I can&amp;#39;t be bothered to spend time on it anymore.
    </content>
    <updated>2026-10-26T14:44:31Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqsw9lxzkxcvf70ttugnp2q7vj8wphndutqut8y72j3wqqa70wjlzkqzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26nk9m6w</id>
    
      <title type="html">On closer inspection the error message is not just confusing but ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqsw9lxzkxcvf70ttugnp2q7vj8wphndutqut8y72j3wqqa70wjlzkqzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26nk9m6w" />
    <content type="html">
      In reply to &lt;a href=&#39;/nevent1qqszsjufwrwvrtqcmass6e7kuphtchnsf5m6m3jkkhda3cftps7p7kqnawcjz&#39;&gt;nevent1q…wcjz&lt;/a&gt;&lt;br/&gt;_________________________&lt;br/&gt;&lt;br/&gt;On closer inspection the error message is not just confusing but outright incorrect. Broken into two, both parts imply an &amp;#34;external function&amp;#34; is called *from* Burst rather than calling *into* Burst.&lt;br/&gt;&lt;br/&gt;&amp;#34;structs cannot be passed to (...) external functions in burst&amp;#34;&lt;br/&gt;&amp;#34;structs cannot be (...) returned from external functions in burst&amp;#34;&lt;br/&gt;&lt;br/&gt;Both actually say the exact opposite of what&amp;#39;s meant. *facepalm*
    </content>
    <updated>2026-10-26T14:42:01Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqszsjufwrwvrtqcmass6e7kuphtchnsf5m6m3jkkhda3cftps7p7kqzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26jfw8cd</id>
    
      <title type="html">No it logs this error if returning a struct from an entry point ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqszsjufwrwvrtqcmass6e7kuphtchnsf5m6m3jkkhda3cftps7p7kqzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26jfw8cd" />
    <content type="html">
      In reply to &lt;a href=&#39;/nevent1qqs286u5nz4gnqmukuvwmmakc32dn4vuja3ut8qau0xppkq0n23pnpc8gvf4z&#39;&gt;nevent1q…vf4z&lt;/a&gt;&lt;br/&gt;_________________________&lt;br/&gt;&lt;br/&gt;No it logs this error if returning a struct from an entry point method:&lt;br/&gt;&lt;br/&gt;&amp;#34;structs cannot be passed to or returned from external functions in burst. To fix this issue, use a reference or pointer.&amp;#34;&lt;br/&gt;&lt;br/&gt;It just took me several other puzzle pieces to piece together that &amp;#34;external functions&amp;#34; just means the non-Burst-compiled function that calls the Burst entry point function.
    </content>
    <updated>2026-10-26T14:30:40Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqstgteuhtjseqhdu937m505rumd2y9hw38w2g7xsvulnxk4m9qwg7czyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff265upg9u</id>
    
      <title type="html">I&amp;#39;ve been using Unity Burst compilation for years to great ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqstgteuhtjseqhdu937m505rumd2y9hw38w2g7xsvulnxk4m9qwg7czyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff265upg9u" />
    <content type="html">
      I&amp;#39;ve been using Unity Burst compilation for years to great effect, but only now learned that the supported function signatures are completely different depending on whether they&amp;#39;re entry points (marked with [BurstCompile]) or non-entry points (no attribute, but called from another Burst function).&lt;br/&gt;&lt;br/&gt;So just adding [BurstCompile] to everything that should be Burst-compilable doesn&amp;#39;t work, as you lose the ability to return structs on all such functions.&lt;br/&gt;&lt;br/&gt;Not easy to tell from the docs or errors.
    </content>
    <updated>2026-10-26T08:59:07Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqszks3zxxpu85t2d02n9wxv7hgmemvec32uft38rls9ktrjn3lpv2gzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff269jcwf9</id>
    
      <title type="html">The procedural lakes are really taking shape now! No more trees ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqszks3zxxpu85t2d02n9wxv7hgmemvec32uft38rls9ktrjn3lpv2gzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff269jcwf9" />
    <content type="html">
      In reply to &lt;a href=&#39;/nevent1qqsyppmxa5wxsf02xeaslxhgz5ke7m4vpp8z9j3ud6w8kv3zwpsggeqpam8mt&#39;&gt;nevent1q…m8mt&lt;/a&gt;&lt;br/&gt;_________________________&lt;br/&gt;&lt;br/&gt;The procedural lakes are really taking shape now! No more trees or grass under the water! (Still some towers and paths though; one thing at a time...)&lt;br/&gt;&lt;br/&gt;I only used existing splat-maps and textures here (grass, cliff, forest, gravel) but it&amp;#39;s fairly serviceable.&lt;br/&gt;#ProcGen #GameDev #IndieDev&lt;br/&gt;&lt;video controls width=&#34;100%&#34; class=&#34;max-h-[90vh] bg-neutral-300 dark:bg-zinc-700&#34;&gt;&lt;source src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/117/451/311/884/518/865/original/a117e84d5d3a6883.mp4&#34;&gt;&lt;/video&gt;&lt;br/&gt;
    </content>
    <updated>2026-10-16T15:33:18Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqsyppmxa5wxsf02xeaslxhgz5ke7m4vpp8z9j3ud6w8kv3zwpsggeqzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff263mulhd</id>
    
      <title type="html">I&amp;#39;m working on lakes for my procedural landscape. So far the ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqsyppmxa5wxsf02xeaslxhgz5ke7m4vpp8z9j3ud6w8kv3zwpsggeqzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff263mulhd" />
    <content type="html">
      I&amp;#39;m working on lakes for my procedural landscape. So far the terrain just continues down under the water with trees, grass and all. But just having the ground and water surface generated such that the water edge is never above-ground was a hard-won achievement. 😅&lt;br/&gt;#ProcGen #GameDev #IndieDev&lt;br/&gt; &lt;img src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/117/428/165/393/947/092/original/eac1ef47b9aed933.png&#34;&gt; &lt;br/&gt; &lt;img src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/117/428/165/399/654/804/original/e6c9cd71f7792863.png&#34;&gt; &lt;br/&gt;
    </content>
    <updated>2026-10-12T13:26:48Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqsxhglneeslj007s4hj9yf5sgq9a4e8004xc897xpekur3ylvyjrlqzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26ccp9wt</id>
    
      <title type="html">&amp;#34;In my joke blog post (during my time at Unity) I invented ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqsxhglneeslj007s4hj9yf5sgq9a4e8004xc897xpekur3ylvyjrlqzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26ccp9wt" />
    <content type="html">
      &amp;#34;In my joke blog post (during my time at Unity) I invented the Semantic Game Builder Interface as a silly cautionary tale.&amp;#34;&lt;br/&gt;&lt;br/&gt;Unity 12 years later: &amp;#34;At long last, we have created the Semantic Game Builder Interface from classic April 1st blog p-&lt;br/&gt;&lt;br/&gt;&lt;a href=&#34;https://web.archive.org/web/20120501131830/http://blogs.unity3d.com/2012/04/01/semantic-game-builder-interface-to-be-integrated-into-unity/&#34;&gt;https://web.archive.org/web/20120501131830/http://blogs.unity3d.com/2012/04/01/semantic-game-builder-interface-to-be-integrated-into-unity/&lt;/a&gt;&lt;br/&gt; &lt;img src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/117/418/713/454/945/852/original/e5dd588865272549.png&#34;&gt; &lt;br/&gt; &lt;img src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/117/418/713/456/172/854/original/0c6f0595ecdfd979.webp&#34;&gt; &lt;br/&gt;
    </content>
    <updated>2026-10-10T21:23:02Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqs0as3kttu7qrxdamkhj0s0r903hrhym8ecv2kdpps8mdwttypqkjczyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26q5tcqt</id>
    
      <title type="html">Tone mapping investigation / tool showcase / rant ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqs0as3kttu7qrxdamkhj0s0r903hrhym8ecv2kdpps8mdwttypqkjczyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26q5tcqt" />
    <content type="html">
      Tone mapping investigation / tool showcase / rant&lt;br/&gt;&lt;br/&gt;&lt;a href=&#34;https://www.youtube.com/watch?v=k1dJGVgCB7c&#34;&gt;https://www.youtube.com/watch?v=k1dJGVgCB7c&lt;/a&gt;&lt;br/&gt;#GameDev #IndieDev  #Graphics
    </content>
    <updated>2026-09-03T20:46:44Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqsfwxfadefmmcx8w6830pngnlnvn6x0tfzd9425xe2vf27e3laa2tszyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26uksmw5</id>
    
      <title type="html">Four more sunrise shots from the mountain forest. ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqsfwxfadefmmcx8w6830pngnlnvn6x0tfzd9425xe2vf27e3laa2tszyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26uksmw5" />
    <content type="html">
      In reply to &lt;a href=&#39;/nevent1qqspkrwtvs0eeeyyklpwvg33sckz6kne7k4u0culc4jdrnd6eg8p0vs5q35q5&#39;&gt;nevent1q…35q5&lt;/a&gt;&lt;br/&gt;_________________________&lt;br/&gt;&lt;br/&gt;Four more sunrise shots from the mountain forest.&lt;br/&gt; &lt;img src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/117/183/753/599/840/771/original/0c5bf1ef36ae6c28.png&#34;&gt; &lt;br/&gt; &lt;img src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/117/183/753/731/169/510/original/3a4ce3263b37053a.png&#34;&gt; &lt;br/&gt; &lt;img src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/117/183/753/705/644/369/original/71b5505ab1f6bccf.png&#34;&gt; &lt;br/&gt; &lt;img src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/117/183/753/651/517/378/original/8b8932cc9150b2b4.png&#34;&gt; &lt;br/&gt;
    </content>
    <updated>2026-08-30T09:29:41Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqspkrwtvs0eeeyyklpwvg33sckz6kne7k4u0culc4jdrnd6eg8p0vszyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff267e4p4w</id>
    
      <title type="html">Sunrise in the mountain forest. #GameDev #IndieDev #ProcGen ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqspkrwtvs0eeeyyklpwvg33sckz6kne7k4u0culc4jdrnd6eg8p0vszyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff267e4p4w" />
    <content type="html">
      Sunrise in the mountain forest.&lt;br/&gt;#GameDev #IndieDev #ProcGen&lt;br/&gt; &lt;img src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/117/179/870/964/202/703/original/e76ff0f14be335a6.png&#34;&gt; &lt;br/&gt; &lt;img src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/117/179/870/931/907/232/original/59c6d51e944ed43c.png&#34;&gt; &lt;br/&gt; &lt;img src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/117/179/870/990/505/810/original/26a40b48af87c95d.png&#34;&gt; &lt;br/&gt; &lt;img src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/117/179/870/930/771/181/original/25c14f1112848985.png&#34;&gt; &lt;br/&gt;
    </content>
    <updated>2026-08-29T17:02:15Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqsxk7ayrurlps0kvwp4a2leqyk9hccgma9eeh52ee2nedf9mr2wp6qzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26ac33fm</id>
    
      <title type="html">RE: https://mastodon.gamedev.place/@runevision/117065360971989529 ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqsxk7ayrurlps0kvwp4a2leqyk9hccgma9eeh52ee2nedf9mr2wp6qzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26ac33fm" />
    <content type="html">
      RE: &lt;a href=&#34;https://mastodon.gamedev.place/@runevision/117065360971989529&#34;&gt;https://mastodon.gamedev.place/@runevision/117065360971989529&lt;/a&gt;&lt;br/&gt;&lt;br/&gt;I&amp;#39;ve now implemented atmospheric scattering that&amp;#39;s based on the same spectral raymarching as the sky color, and everything fits nicely together.&lt;br/&gt;&lt;br/&gt;The next problem then is that a realistic night is way too dark (just amping up camera exposure doesn&amp;#39;t look good), and a realistic sunrise is way too brief. Gotta find a nice way to combine an artificially bright night with otherwise realistic values.&lt;br/&gt; &lt;img src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/117/121/420/400/032/786/original/f8f6a150fb0904e6.png&#34;&gt; &lt;blockquote class=&#34;border-l-05rem border-l-strongpink border-solid&#34;&gt;&lt;div class=&#34;-ml-4 bg-gradient-to-r from-gray-100 dark:from-zinc-800 to-transparent mr-0 mt-0 mb-4 pl-4 pr-2 py-2&#34;&gt;quoting &lt;br/&gt;&lt;span itemprop=&#34;mentions&#34; itemscope itemtype=&#34;https://schema.org/Article&#34;&gt;&lt;a itemprop=&#34;url&#34; href=&#34;/note1f3q5w5ync0msuk9du5gtk9fnak46yp5u9v600clzy0ges906q3csswuqmt&#34; class=&#34;bg-lavender dark:prose:text-neutral-50 dark:text-neutral-50 dark:bg-garnet px-1&#34;&gt;note1f3q…uqmt&lt;/a&gt;&lt;/span&gt;&lt;br/&gt; &lt;/div&gt; I&#39;ve been implementing the 2023 physically-based sky (with spectral rendering) by Fernando García based on his Shadertoy: &lt;a href=&#34;https://www.shadertoy.com/view/msXXDS&#34;&gt;https://www.shadertoy.com/view/msXXDS&lt;/a&gt;&lt;br/&gt;&lt;br/&gt;The challenge then is to make the atmospheric scattering of objects like mountains fit color-wise with the sky. 1/?&lt;br/&gt;&lt;video controls width=&#34;100%&#34; class=&#34;max-h-[90vh] bg-neutral-300 dark:bg-zinc-700&#34;&gt;&lt;source src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/117/065/360/752/223/989/original/7706c8fa291d707a.mp4&#34;&gt;&lt;/video&gt;&lt;br/&gt; &lt;/blockquote&gt;
    </content>
    <updated>2026-08-19T09:17:30Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqsycs282zfu8acwtzk72y9mz5e7m2azq6wzkd8hu03z85vczhaqgugzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff263ttxd9</id>
    
      <title type="html">I&amp;#39;ve been implementing the 2023 physically-based sky (with ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqsycs282zfu8acwtzk72y9mz5e7m2azq6wzkd8hu03z85vczhaqgugzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff263ttxd9" />
    <content type="html">
      I&amp;#39;ve been implementing the 2023 physically-based sky (with spectral rendering) by Fernando García based on his Shadertoy: &lt;a href=&#34;https://www.shadertoy.com/view/msXXDS&#34;&gt;https://www.shadertoy.com/view/msXXDS&lt;/a&gt;&lt;br/&gt;&lt;br/&gt;The challenge then is to make the atmospheric scattering of objects like mountains fit color-wise with the sky. 1/?&lt;br/&gt;&lt;video controls width=&#34;100%&#34; class=&#34;max-h-[90vh] bg-neutral-300 dark:bg-zinc-700&#34;&gt;&lt;source src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/117/065/360/752/223/989/original/7706c8fa291d707a.mp4&#34;&gt;&lt;/video&gt;&lt;br/&gt;
    </content>
    <updated>2026-08-09T11:40:49Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqsvwnuphf39q3ncjdtelw52cp4z06c5v7vs7ydsfgldkgezjfvt8jqzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26t6t0ug</id>
    
      <title type="html">Here&amp;#39;s a video showing the distortion pulling the clouds ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqsvwnuphf39q3ncjdtelw52cp4z06c5v7vs7ydsfgldkgezjfvt8jqzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26t6t0ug" />
    <content type="html">
      In reply to &lt;a href=&#39;/nevent1qqsrz2mfd2yh0zhzwqkvh5qahy4hszvkg4nqhsxxellmenlttnlmrqg9mvzav&#39;&gt;nevent1q…vzav&lt;/a&gt;&lt;br/&gt;_________________________&lt;br/&gt;&lt;br/&gt;Here&amp;#39;s a video showing the distortion pulling the clouds down. I feel like I&amp;#39;m committing rendering crimes. :D&lt;br/&gt;&lt;video controls width=&#34;100%&#34; class=&#34;max-h-[90vh] bg-neutral-300 dark:bg-zinc-700&#34;&gt;&lt;source src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/117/026/283/963/577/757/original/98e68116cd5186f9.mp4&#34;&gt;&lt;/video&gt;&lt;br/&gt;
    </content>
    <updated>2026-08-02T14:03:03Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqsrz2mfd2yh0zhzwqkvh5qahy4hszvkg4nqhsxxellmenlttnlmrqgzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26rf22ku</id>
    
      <title type="html">I was going down the route of hacking the sky coverage to curve, ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqsrz2mfd2yh0zhzwqkvh5qahy4hszvkg4nqhsxxellmenlttnlmrqgzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26rf22ku" />
    <content type="html">
      In reply to &lt;a href=&#39;/nevent1qqs978ej2sckxcv62vtvqvs22l6ewj843k5wd8cs846ga3wcdg4jc2gqas7s2&#39;&gt;nevent1q…s7s2&lt;/a&gt;&lt;br/&gt;_________________________&lt;br/&gt;&lt;br/&gt;I was going down the route of hacking the sky coverage to curve, but while I had some success, there were glitches and NaN errors I didn&amp;#39;t understand. It&amp;#39;s not my codebase, so hard to figure out all details of how it works.&lt;br/&gt;&lt;br/&gt;But then I tried to just manipulate the ray direction. Behold! Clouds curving down to meet the artificially low horizon. It&amp;#39;s really just &amp;#34;stretching&amp;#34; the image in 2D, like pulling an elastic hemisphere so it covers a bit more than half. But who&amp;#39;s gonna notice?&lt;br/&gt; &lt;img src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/117/026/115/296/032/263/original/b57fc626b1a393b3.png&#34;&gt; &lt;br/&gt; &lt;img src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/117/026/115/257/377/913/original/ef877d2a4d8c1375.png&#34;&gt; &lt;br/&gt;
    </content>
    <updated>2026-08-02T13:20:10Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqs978ej2sckxcv62vtvqvs22l6ewj843k5wd8cs846ga3wcdg4jc2gzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26e6xzfr</id>
    
      <title type="html">It turns out Unity&amp;#39;s skybox draws the horizon way too low, ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqs978ej2sckxcv62vtvqvs22l6ewj843k5wd8cs846ga3wcdg4jc2gzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26e6xzfr" />
    <content type="html">
      In reply to &lt;a href=&#39;/nevent1qqsdn5afm05xqmlkczgm8xvlvdh0x8yphm0s3965m0ks0nwlg6d9jqqxsu3qd&#39;&gt;nevent1q…u3qd&lt;/a&gt;&lt;br/&gt;_________________________&lt;br/&gt;&lt;br/&gt;It turns out Unity&amp;#39;s skybox draws the horizon way too low, and that&amp;#39;s why there was a huge gap between the furthest clouds and the &amp;#34;horizon&amp;#34;. Here&amp;#39;s three images showcasing it; see the alt texts.&lt;br/&gt; &lt;img src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/117/025/364/322/382/397/original/89eb8ab6137ca3be.png&#34;&gt; &lt;br/&gt; &lt;img src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/117/025/364/412/072/409/original/cd2ae163d4e41cde.png&#34;&gt; &lt;br/&gt; &lt;img src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/117/025/364/299/411/076/original/e6b73749a7b4483f.png&#34;&gt; &lt;br/&gt;
    </content>
    <updated>2026-08-02T10:09:12Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqs9wu5z6wvnspjzgkypn0stzgwqc4f6xjehm76rl9kd53j0ufj79qqzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26n0juwe</id>
    
      <title type="html">Assuming they’re orbiting at the same distance as the Moon?</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqs9wu5z6wvnspjzgkypn0stzgwqc4f6xjehm76rl9kd53j0ufj79qqzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26n0juwe" />
    <content type="html">
      In reply to &lt;a href=&#39;/nevent1qqs8uz4wnkzzkhc0l0q0srczrz9knp2sleh8v4u88w3lfra0dr6ljkgr63c2v&#39;&gt;nevent1q…3c2v&lt;/a&gt;&lt;br/&gt;_________________________&lt;br/&gt;&lt;br/&gt;Assuming they’re orbiting at the same distance as the Moon?
    </content>
    <updated>2026-08-02T08:04:55Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqst3se6fu0jwk7cgmpfnrfzf3ly7z6xpuzlwvag2q9wgnrxdv482eqzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26jryvc5</id>
    
      <title type="html">At 262 meters above sea level, the horizon is almost exactly one ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqst3se6fu0jwk7cgmpfnrfzf3ly7z6xpuzlwvag2q9wgnrxdv482eqzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26jryvc5" />
    <content type="html">
      In reply to &lt;a href=&#39;/nevent1qqsfwnrgg8l98ldy8z9n6p0drw4lsc72vsc9daaz67vpv246h3c4wksqk0f9d&#39;&gt;nevent1q…0f9d&lt;/a&gt;&lt;br/&gt;_________________________&lt;br/&gt;&lt;br/&gt;At 262 meters above sea level, the horizon is almost exactly one moon lower than where it&amp;#39;d be if the Earth was flat.
    </content>
    <updated>2026-08-02T07:58:56Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqsfwnrgg8l98ldy8z9n6p0drw4lsc72vsc9daaz67vpv246h3c4wkszyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26cyj876</id>
    
      <title type="html">I wondered how far down the horizon is in our field of view, and ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqsfwnrgg8l98ldy8z9n6p0drw4lsc72vsc9daaz67vpv246h3c4wkszyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26cyj876" />
    <content type="html">
      I wondered how far down the horizon is in our field of view, and did the math.&lt;br/&gt;&lt;br/&gt;At two meters above sea level, the horizon is 5km away and 0.05 degrees below horizontal in your field of view.&lt;br/&gt;&lt;br/&gt;At 100 meters up it&amp;#39;s 36km away and 0.3 degrees down. At 1km up it&amp;#39;s 113k away and a full degree down.&lt;br/&gt;&lt;br/&gt;For reference, the Moon (diameter) is about half a degree in the sky.&lt;br/&gt;&lt;br/&gt;&lt;a href=&#34;https://www.desmos.com/calculator/0l0mtwy0cb&#34;&gt;https://www.desmos.com/calculator/0l0mtwy0cb&lt;/a&gt;
    </content>
    <updated>2026-08-02T07:49:44Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqsdn5afm05xqmlkczgm8xvlvdh0x8yphm0s3965m0ks0nwlg6d9jqqzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26tkfeg5</id>
    
      <title type="html">Experimenting with volumetric clouds. This is based on Enviro 3 ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqsdn5afm05xqmlkczgm8xvlvdh0x8yphm0s3965m0ks0nwlg6d9jqqzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26tkfeg5" />
    <content type="html">
      Experimenting with volumetric clouds. This is based on Enviro 3 from the Unity Asset Store, hacked to work with my atmosperic perspective, and other tweaks.&lt;br/&gt; &lt;img src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/117/019/833/659/523/935/original/717b0a5060432054.png&#34;&gt; &lt;br/&gt;
    </content>
    <updated>2026-08-01T10:42:40Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqsz3kdqxuem4kn3e0t7q0cfahc85j96eysmh4xr5c24xs890r6r8hszyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26vedhy5</id>
    
      <title type="html">In video game development, we&amp;#39;re used to sound coming from ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqsz3kdqxuem4kn3e0t7q0cfahc85j96eysmh4xr5c24xs890r6r8hszyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26vedhy5" />
    <content type="html">
      In video game development, we&amp;#39;re used to sound coming from single positions in space, but how do we handle sound coming from an irregular shape?&lt;br/&gt;&lt;br/&gt;In this article (with plenty code snippets), I go into details with the Point Cloud Sound technique I&amp;#39;m using for water streams and foliage:&lt;br/&gt;&lt;a href=&#34;https://blog.runevision.com/2026/06/point-cloud-sound-for-irregular-shaped.html&#34;&gt;https://blog.runevision.com/2026/06/point-cloud-sound-for-irregular-shaped.html&lt;/a&gt;&lt;br/&gt;#GameDev
    </content>
    <updated>2026-06-14T08:03:19Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqsyftjhn0tql6hj8pygstrf5c0grn3ef980ym4jwxc5wn5lhm8cyqqzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26yrsfdn</id>
    
      <title type="html">Mountain flight through my mountain forest terrain at a few ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqsyftjhn0tql6hj8pygstrf5c0grn3ef980ym4jwxc5wn5lhm8cyqqzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26yrsfdn" />
    <content type="html">
      Mountain flight through my mountain forest terrain at a few different altitudes. This one has the improved erosion on the cliff sides, and tweaked camera flight behavior.&lt;br/&gt;#ProcGen #GameDev&lt;br/&gt;&lt;video controls width=&#34;100%&#34; class=&#34;max-h-[90vh] bg-neutral-300 dark:bg-zinc-700&#34;&gt;&lt;source src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/116/546/816/341/960/536/original/1bd047093f40af9d.mp4&#34;&gt;&lt;/video&gt;&lt;br/&gt;
    </content>
    <updated>2026-05-09T21:48:13Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqsqalwtva7z5hwmuzahcnrtnm0tfvq8tl56gk54vnqgqh9s8w8xgzszyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff264jdpay</id>
    
      <title type="html">Here&amp;#39;s an aerial view showing the terrain shape more clearly. ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqsqalwtva7z5hwmuzahcnrtnm0tfvq8tl56gk54vnqgqh9s8w8xgzszyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff264jdpay" />
    <content type="html">
      In reply to &lt;a href=&#39;/nevent1qqsz5cas3h4q8wegq4g3jdsg35yh9ztfuumcqxf46dg9kh4cducl2acntr2ue&#39;&gt;nevent1q…r2ue&lt;/a&gt;&lt;br/&gt;_________________________&lt;br/&gt;&lt;br/&gt;Here&amp;#39;s an aerial view showing the terrain shape more clearly.&lt;br/&gt; &lt;img src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/116/419/487/816/821/088/original/67b4dac0a3587203.jpg&#34;&gt; &lt;br/&gt;
    </content>
    <updated>2026-04-17T10:06:49Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqsz5cas3h4q8wegq4g3jdsg35yh9ztfuumcqxf46dg9kh4cducl2aczyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26nzfmey</id>
    
      <title type="html">For my game&amp;#39;s terrain, I&amp;#39;ve long mulled over how to ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqsz5cas3h4q8wegq4g3jdsg35yh9ztfuumcqxf46dg9kh4cducl2aczyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26nzfmey" />
    <content type="html">
      For my game&amp;#39;s terrain, I&amp;#39;ve long mulled over how to combine the epicness of grand mountains with the &amp;#34;what&amp;#39;s around the corner?&amp;#34; intrigue of smaller cliffs and hills.&lt;br/&gt;&lt;br/&gt;On top of that, how to meaningfully integrate my erosion technique into it.&lt;br/&gt;&lt;br/&gt;After a lot of fiddling over the past two days, I think I may be onto something.&lt;br/&gt;#GameDev #ProcGen&lt;br/&gt;&lt;video controls width=&#34;100%&#34; class=&#34;max-h-[90vh] bg-neutral-300 dark:bg-zinc-700&#34;&gt;&lt;source src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/116/419/324/306/692/594/original/f8d707968aabc37e.mp4&#34;&gt;&lt;/video&gt;&lt;br/&gt;
    </content>
    <updated>2026-04-17T09:25:21Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqszl4nrskpr5s68550vhc206ka06xpwudv8pc0ea9w80x8an6z3qzqzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26xe88gu</id>
    
      <title type="html">Here&amp;#39;s the Shadertoy where you can paint eroded mountains and ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqszl4nrskpr5s68550vhc206ka06xpwudv8pc0ea9w80x8an6z3qzqzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26xe88gu" />
    <content type="html">
      In reply to &lt;a href=&#39;/nevent1qqs9rad5jzw2945kams0dw9l4dkku657mlqa7gp4msdztrg90ukeu2gjj73xp&#39;&gt;nevent1q…73xp&lt;/a&gt;&lt;br/&gt;_________________________&lt;br/&gt;&lt;br/&gt;Here&amp;#39;s the Shadertoy where you can paint eroded mountains and islands with your mouse, right in the browser:&lt;br/&gt;&lt;a href=&#34;https://www.shadertoy.com/view/sf23W1&#34;&gt;https://www.shadertoy.com/view/sf23W1&lt;/a&gt;&lt;br/&gt;&lt;br/&gt;#ProcGen #vfx #GameDev&lt;br/&gt;&lt;video controls width=&#34;100%&#34; class=&#34;max-h-[90vh] bg-neutral-300 dark:bg-zinc-700&#34;&gt;&lt;source src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/116/318/676/974/582/673/original/1618446d7e95de28.mp4&#34;&gt;&lt;/video&gt;&lt;br/&gt;
    </content>
    <updated>2026-03-30T14:49:22Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqs9rad5jzw2945kams0dw9l4dkku657mlqa7gp4msdztrg90ukeu2gzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff267s285a</id>
    
      <title type="html">My erosion filter is out! Video, blog post, and shader source. It ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqs9rad5jzw2945kams0dw9l4dkku657mlqa7gp4msdztrg90ukeu2gzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff267s285a" />
    <content type="html">
      My erosion filter is out! Video, blog post, and shader source.&lt;br/&gt;&lt;br/&gt;It emulates erosion without simulation, so it&amp;#39;s fast, GPU friendly, and trivial to generate in chunks.&lt;br/&gt;&lt;br/&gt;Explainer video:&lt;br/&gt;&lt;a href=&#34;https://www.youtube.com/watch?v=r4V21_uUK8Y&#34;&gt;https://www.youtube.com/watch?v=r4V21_uUK8Y&lt;/a&gt;&lt;br/&gt;&lt;br/&gt;Companion blog post:&lt;br/&gt;&lt;a href=&#34;https://blog.runevision.com/2026/03/fast-and-gorgeous-erosion-filter.html&#34;&gt;https://blog.runevision.com/2026/03/fast-and-gorgeous-erosion-filter.html&lt;/a&gt;&lt;br/&gt;&lt;br/&gt;#ProcGen #vfx #GameDev&lt;br/&gt;&lt;video controls width=&#34;100%&#34; class=&#34;max-h-[90vh] bg-neutral-300 dark:bg-zinc-700&#34;&gt;&lt;source src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/116/318/406/903/982/804/original/4793a811d361d3b6.mp4&#34;&gt;&lt;/video&gt;&lt;br/&gt;
    </content>
    <updated>2026-03-30T13:40:44Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqsfpc3uf8nre03l8l8re9hulqltyndyk03hc0dcf58gmlfkrrp643gzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26fnr73y</id>
    
      <title type="html">‪Archipelago #ProcGen ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqsfpc3uf8nre03l8l8re9hulqltyndyk03hc0dcf58gmlfkrrp643gzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26fnr73y" />
    <content type="html">
      ‪Archipelago&lt;br/&gt;#ProcGen&lt;br/&gt;&lt;video controls width=&#34;100%&#34; class=&#34;max-h-[90vh] bg-neutral-300 dark:bg-zinc-700&#34;&gt;&lt;source src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/116/266/950/417/614/768/original/afd2a97dd7fac7df.mp4&#34;&gt;&lt;/video&gt;&lt;br/&gt;
    </content>
    <updated>2026-03-21T11:34:36Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqsdqjqpnfzxeg4lhcxusnkjkzavflhczdneckwatks6a4hrke2vumgzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26frzef7</id>
    
      <title type="html">This comic looks quite different to me than your others (also ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqsdqjqpnfzxeg4lhcxusnkjkzavflhczdneckwatks6a4hrke2vumgzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26frzef7" />
    <content type="html">
      In reply to &lt;a href=&#39;/nevent1qqst2k8ekxsw2wppg4m84sdtd87sl56ra6v82uhw6dfx44595spequshc64je&#39;&gt;nevent1q…64je&lt;/a&gt;&lt;br/&gt;_________________________&lt;br/&gt;&lt;br/&gt;This comic looks quite different to me than your others (also before I read your description). Less traditional cartoon-like and more painterly. Somehow even the facial features and expressions seem quite affected. Both styles are nice, but there’s a certain charm and expressiveness to this one here.
    </content>
    <updated>2026-02-04T20:20:37Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqsylngxsx7ed0knn300w2x930594gs8m4rjdphglwsaakskfwznzuszyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26qlqygh</id>
    
      <title type="html">I’m also curious if the population collapse of China will be as ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqsylngxsx7ed0knn300w2x930594gs8m4rjdphglwsaakskfwznzuszyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26qlqygh" />
    <content type="html">
      In reply to &lt;a href=&#39;/nevent1qqsqkpvfgggqa3qa96aekrzc2cf9p9m936ugjr9rnu26pzltxntj2ugk9du67&#39;&gt;nevent1q…du67&lt;/a&gt;&lt;br/&gt;_________________________&lt;br/&gt;&lt;br/&gt;I’m also curious if the population collapse of China will be as bad for the rest of the world as it will for China (especially its elderly) internally.
    </content>
    <updated>2025-12-26T12:40:08Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqsqkpvfgggqa3qa96aekrzc2cf9p9m936ugjr9rnu26pzltxntj2ugzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26upc020</id>
    
      <title type="html">All right, comparing different time scales just makes it unclear ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqsqkpvfgggqa3qa96aekrzc2cf9p9m936ugjr9rnu26pzltxntj2ugzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26upc020" />
    <content type="html">
      In reply to &lt;a href=&#39;/nevent1qqsp33krqf6lulcwkhja4r7crze5t5ghnzc9xprq5j23m70zl7qha9c4hsmv3&#39;&gt;nevent1q…smv3&lt;/a&gt;&lt;br/&gt;_________________________&lt;br/&gt;&lt;br/&gt;All right, comparing different time scales just makes it unclear if you mean eg. each year will individually be worse or the ten years will be worse in aggregate. But I think I get what you mean now.
    </content>
    <updated>2025-12-26T12:38:19Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqspp07sugupa9sj5nvy374fv98y59007fspn3a54wuayjqlafvru8gzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff2657uxa0</id>
    
      <title type="html">Why are you comparing one year to a whole decade tho</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqspp07sugupa9sj5nvy374fv98y59007fspn3a54wuayjqlafvru8gzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff2657uxa0" />
    <content type="html">
      In reply to &lt;a href=&#39;/nevent1qqstu8rcjm37llgalrupr4f7tnaufrg23jwzyv5jayzkextpufnqmagpt0s0m&#39;&gt;nevent1q…0s0m&lt;/a&gt;&lt;br/&gt;_________________________&lt;br/&gt;&lt;br/&gt;Why are you comparing one year to a whole decade tho
    </content>
    <updated>2025-12-26T12:28:24Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqsdctz7zvqtv67nr66trc0uklnsvgu93nxgmqe5h3x28ywdpk7gvtszyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26v08epg</id>
    
      <title type="html">Ok, I think this hair shader experiment is done for now. ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqsdctz7zvqtv67nr66trc0uklnsvgu93nxgmqe5h3x28ywdpk7gvtszyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26v08epg" />
    <content type="html">
      In reply to &lt;a href=&#39;/nevent1qqs88n36fjwt6r9dftfqmsupa8wnyt9kh9rsg7q89esg0xt60er26lsxqlp67&#39;&gt;nevent1q…lp67&lt;/a&gt;&lt;br/&gt;_________________________&lt;br/&gt;&lt;br/&gt;Ok, I think this hair shader experiment is done for now.&lt;br/&gt;&lt;video controls width=&#34;100%&#34; class=&#34;max-h-[90vh] bg-neutral-300 dark:bg-zinc-700&#34;&gt;&lt;source src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/115/384/735/672/504/206/original/92c3aa0a16e24a21.mp4&#34;&gt;&lt;/video&gt;&lt;br/&gt;
    </content>
    <updated>2025-10-16T16:15:45Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqs88n36fjwt6r9dftfqmsupa8wnyt9kh9rsg7q89esg0xt60er26lszyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26d3pd0p</id>
    
      <title type="html">I had an impulse to see if I could make a basic hair shader that ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqs88n36fjwt6r9dftfqmsupa8wnyt9kh9rsg7q89esg0xt60er26lszyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26d3pd0p" />
    <content type="html">
      I had an impulse to see if I could make a basic hair shader that doesn&amp;#39;t require any specially made meshes or textures.&lt;br/&gt;&lt;br/&gt;The shapes below are just standard Unity spheres and capsules and only a simple normal map is used; no other textures. Left is Unity&amp;#39;s Standard shader; right is the same, but with brute force anisotropic shading, running the BRDF function up to 50 times and taking a weighted average.&lt;br/&gt;&lt;br/&gt;Of course, non-brute force approaches are possible too, but way harder to make look good.&lt;br/&gt;&lt;video controls width=&#34;100%&#34; class=&#34;max-h-[90vh] bg-neutral-300 dark:bg-zinc-700&#34;&gt;&lt;source src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/115/382/871/056/765/844/original/6ba3958767a3fa6f.mp4&#34;&gt;&lt;/video&gt;&lt;br/&gt;
    </content>
    <updated>2025-10-16T08:21:34Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqsx8ec7djpdyj894ajv7mm9mpzjvaf8qw2t6jn6ljmxnyf50ns8z4szyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26c4ggp2</id>
    
      <title type="html">I have most of my savings in ETFs and if I could easily move them ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqsx8ec7djpdyj894ajv7mm9mpzjvaf8qw2t6jn6ljmxnyf50ns8z4szyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26c4ggp2" />
    <content type="html">
      In reply to &lt;a href=&#39;/nevent1qqsyw8yfjh9mym75w337ytwxspjtdjpfy9zptgmsmm3luflfkdj73pcwfs6vk&#39;&gt;nevent1q…s6vk&lt;/a&gt;&lt;br/&gt;_________________________&lt;br/&gt;&lt;br/&gt;I have most of my savings in ETFs and if I could easily move them to different ETFs with less tech exposure, I&amp;#39;d seriously consider that. Unfortunately, the fact that moving investments incur a tax event (34% on gains in Finland), the long term trajectory is hugely negatively affected due to compound interests suffering (combined with other effects).
    </content>
    <updated>2025-10-15T08:40:44Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqsxpagllygdzk7r5tt3jymhz92ux3g8g4h9vlhc3pverfwj5l2hkvszyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26kfpdpe</id>
    
      <title type="html">Ah right, same in Denmark, come to think of it.</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqsxpagllygdzk7r5tt3jymhz92ux3g8g4h9vlhc3pverfwj5l2hkvszyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26kfpdpe" />
    <content type="html">
      In reply to &lt;a href=&#39;/nevent1qqsr75we8j60qqpe0dkv2h8uve9qunl7txmnsptsg4vr24ae3e9kn9g324lze&#39;&gt;nevent1q…4lze&lt;/a&gt;&lt;br/&gt;_________________________&lt;br/&gt;&lt;br/&gt;Ah right, same in Denmark, come to think of it.
    </content>
    <updated>2025-05-26T16:42:30Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqswjdtrnnrwhw466sak65kxdp5p64lg399smxpn9zhr8z4x6tl2xvqzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26h8rhg5</id>
    
      <title type="html">Apparently the origin of the term is about undergoing surgery ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqswjdtrnnrwhw466sak65kxdp5p64lg399smxpn9zhr8z4x6tl2xvqzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26h8rhg5" />
    <content type="html">
      In reply to &lt;a href=&#39;/nevent1qqsrzgnj6pr5ap8ur7fzrmn4f5ut2d02vqmf8qc4jas92l9y7dk9y2cz77cr0&#39;&gt;nevent1q…7cr0&lt;/a&gt;&lt;br/&gt;_________________________&lt;br/&gt;&lt;br/&gt;Apparently the origin of the term is about undergoing surgery without anesthetic, and using a bullet to bite on in lieu of a leather strap.
    </content>
    <updated>2025-05-26T14:30:51Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqs0g9aj67tv8jx02dxahsxd2qymt8gvv7hv3kl27hfz6naaf47f6ugzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26qdzrvz</id>
    
      <title type="html">Sure. I’d say it’s all different kinds of creative blocks ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqs0g9aj67tv8jx02dxahsxd2qymt8gvv7hv3kl27hfz6naaf47f6ugzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26qdzrvz" />
    <content type="html">
      In reply to &lt;a href=&#39;/nevent1qqs9qg6qnf38zyz2fymau8z34995ggm4gnlhnlqcsd3052vqh20vpdg48zgn8&#39;&gt;nevent1q…zgn8&lt;/a&gt;&lt;br/&gt;_________________________&lt;br/&gt;&lt;br/&gt;Sure. I’d say it’s all different kinds of creative blocks (where ‘creativity’ includes problem solving / development). Can often help to attack the problem from a completely different angle, or take a break from the project to think about something different.
    </content>
    <updated>2025-05-03T08:16:41Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqsrym8kuasrgjyd8kg2mye32euvenqcsz8wzmc0mzhpy6n82vtz76czyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff260329y4</id>
    
      <title type="html">By popular request I&amp;#39;ve added support for color RGB ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqsrym8kuasrgjyd8kg2mye32euvenqcsz8wzmc0mzhpy6n82vtz76czyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff260329y4" />
    <content type="html">
      In reply to &lt;a href=&#39;/nevent1qqsddt2cgw0z4c6tyl6ntfdt6x8fhcn5d46f68vf89gvfu07gg8drqs6xeh7e&#39;&gt;nevent1q…eh7e&lt;/a&gt;&lt;br/&gt;_________________________&lt;br/&gt;&lt;br/&gt;By popular request I&amp;#39;ve added support for color RGB dithering, CMYK halftone, true 1-bit low-res effects, and much more to the Surface-Stable Fractal Dithering repo!&lt;br/&gt;&lt;br/&gt;See it all in this groovy feature demo video (I spent a long time on it) and 🔊sound on:&lt;br/&gt;&lt;a href=&#34;https://www.youtube.com/watch?v=EzjWBmhO_1E&#34;&gt;https://www.youtube.com/watch?v=EzjWBmhO_1E&lt;/a&gt;&lt;br/&gt;#gamedev #vfx&lt;br/&gt;&lt;video controls width=&#34;100%&#34; class=&#34;max-h-[90vh] bg-neutral-300 dark:bg-zinc-700&#34;&gt;&lt;source src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/113/962/869/866/679/126/original/89c1d412465c4737.mp4&#34;&gt;&lt;/video&gt;&lt;br/&gt;
    </content>
    <updated>2025-02-07T13:36:40Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqsddt2cgw0z4c6tyl6ntfdt6x8fhcn5d46f68vf89gvfu07gg8drqszyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26ay5su5</id>
    
      <title type="html">New dithering method dropped I call it Surface-Stable Fractal ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqsddt2cgw0z4c6tyl6ntfdt6x8fhcn5d46f68vf89gvfu07gg8drqszyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26ay5su5" />
    <content type="html">
      New dithering method dropped&lt;br/&gt;&lt;br/&gt;I call it Surface-Stable Fractal Dithering and I&amp;#39;ve released it as open source along with this explainer video of how it works.&lt;br/&gt;&lt;br/&gt;Explainer video:&lt;br/&gt;&lt;a href=&#34;https://www.youtube.com/watch?v=HPqGaIMVuLs&#34;&gt;https://www.youtube.com/watch?v=HPqGaIMVuLs&lt;/a&gt;&lt;br/&gt;&lt;br/&gt;Source repository:&lt;br/&gt;&lt;a href=&#34;https://github.com/runevision/Dither3D&#34;&gt;https://github.com/runevision/Dither3D&lt;/a&gt;&lt;br/&gt;&lt;br/&gt;#gamedev #vfx&lt;br/&gt;&lt;video controls width=&#34;100%&#34; class=&#34;max-h-[90vh] bg-neutral-300 dark:bg-zinc-700&#34;&gt;&lt;source src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/113/878/384/474/685/084/original/8acd3a455024c786.mp4&#34;&gt;&lt;/video&gt;&lt;br/&gt;
    </content>
    <updated>2025-01-23T15:30:54Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqs0sfnghgjsj7gze0la64hke6z55sl2n8tpzladf6k9lkxqpwu9vvqzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26l4la78</id>
    
      <title type="html">I&amp;#39;ve resumed work on my explainer video of surface-stable ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqs0sfnghgjsj7gze0la64hke6z55sl2n8tpzladf6k9lkxqpwu9vvqzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26l4la78" />
    <content type="html">
      In reply to &lt;a href=&#39;/nevent1qqsfz8h6gn2583h3k0qhxx47h7qw3wrrnf5536k6ls77pgs0frw82rskg35w0&#39;&gt;nevent1q…35w0&lt;/a&gt;&lt;br/&gt;_________________________&lt;br/&gt;&lt;br/&gt;I&amp;#39;ve resumed work on my explainer video of surface-stable fractal dithering. It looks like it&amp;#39;ll be around 20 minutes long. I might be able to get it finished before February. Here&amp;#39;s a thumbnail I made.&lt;br/&gt; &lt;img src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/113/854/202/200/330/018/original/b7bca96b4613fcef.png&#34;&gt; &lt;br/&gt;
    </content>
    <updated>2025-01-19T09:00:57Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqsx8hydjewfk58mkf5vnnnfl0v86yp5g285uqstaw00gsufyazeryqzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26x583yn</id>
    
      <title type="html">Most browsers on Mac have the tabs at the top (with no separate ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqsx8hydjewfk58mkf5vnnnfl0v86yp5g285uqstaw00gsufyazeryqzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26x583yn" />
    <content type="html">
      In reply to &lt;a href=&#39;/nevent1qqstns8zp7rkrf6e3spp32rucuts4cqtj27jr7m893qtkf2a7w20yjg3ku6wl&#39;&gt;nevent1q…u6wl&lt;/a&gt;&lt;br/&gt;_________________________&lt;br/&gt;&lt;br/&gt;Most browsers on Mac have the tabs at the top (with no separate title bar) these days.
    </content>
    <updated>2024-12-24T15:20:15Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqsfa3fxyemu94976j7nptywq7hh27wgnhqej4nkxn60dar6f38x4nczyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26fm47kk</id>
    
      <title type="html">When I was around 11 I would draw &amp;#34;video games&amp;#34; on paper ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqsfa3fxyemu94976j7nptywq7hh27wgnhqej4nkxn60dar6f38x4nczyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26fm47kk" />
    <content type="html">
      When I was around 11 I would draw &amp;#34;video games&amp;#34; on paper during breaks at school. Not sketches or design docs, but games that were fully playable using your finger to indicate where your avatar is, and following simple rules.&lt;br/&gt;&lt;br/&gt;I just had 42 pages scanned. Now trying to remember all the rules...&lt;br/&gt; &lt;img src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/113/578/994/392/819/801/original/266d19394604f95b.png&#34;&gt; &lt;br/&gt; &lt;img src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/113/578/994/237/060/272/original/619c8a28a1440754.jpg&#34;&gt; &lt;br/&gt; &lt;img src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/113/578/994/343/716/622/original/cec6e59c404993ec.jpg&#34;&gt; &lt;br/&gt; &lt;img src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/113/578/994/206/057/456/original/01255cc0b1d29622.jpg&#34;&gt; &lt;br/&gt;
    </content>
    <updated>2024-12-01T18:31:59Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqs22jn2aezkmv4yftgnm3djkw4526jjg8u7mn5yjc274u0w4ey5m5szyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26mrfdfx</id>
    
      <title type="html">I wanted to do a side-by-side comparison of my procedural ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqs22jn2aezkmv4yftgnm3djkw4526jjg8u7mn5yjc274u0w4ey5m5szyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26mrfdfx" />
    <content type="html">
      I wanted to do a side-by-side comparison of my procedural animation to hand-authored animations on some models I bought. This is so I can better study what I need to improve.&lt;br/&gt;&lt;br/&gt;When I got my comparison tool running for the first time, this is what I was greeted with! A bug with the step-height it seems. 😅&lt;br/&gt;&lt;br/&gt;(Sound track: &amp;#34;Entrance of the Gladiators&amp;#34;) #procgen&lt;br/&gt;&lt;video controls width=&#34;100%&#34; class=&#34;max-h-[90vh] bg-neutral-300 dark:bg-zinc-700&#34;&gt;&lt;source src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/113/493/586/005/469/089/original/e24e62efb5ed0560.mp4&#34;&gt;&lt;/video&gt;&lt;br/&gt;
    </content>
    <updated>2024-11-16T16:31:32Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqsytxrvk7uvg62z6xj2nrxza60ztuj5p6wcfwu3wr4k0jxctxcn99gzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26y0y0ww</id>
    
      <title type="html">Ok, somebody told me dogs don&amp;#39;t move all their legs in ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqsytxrvk7uvg62z6xj2nrxza60ztuj5p6wcfwu3wr4k0jxctxcn99gzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26y0y0ww" />
    <content type="html">
      In reply to &lt;a href=&#39;/nevent1qqsx479t6svt2l3q6vlwv4x3smngjnv9jp9yaq6tj8extnt9u2akxxcdlw80e&#39;&gt;nevent1q…w80e&lt;/a&gt;&lt;br/&gt;_________________________&lt;br/&gt;&lt;br/&gt;Ok, somebody told me dogs don&amp;#39;t move all their legs in unison. I don&amp;#39;t have a dog myself I can study so I&amp;#39;ll have to take their word for it.&lt;br/&gt;#gamedev #indiedev #procgen&lt;br/&gt;&lt;video controls width=&#34;100%&#34; class=&#34;max-h-[90vh] bg-neutral-300 dark:bg-zinc-700&#34;&gt;&lt;source src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/113/362/962/148/289/574/original/05a7f40997c7a344.mp4&#34;&gt;&lt;/video&gt;&lt;br/&gt;
    </content>
    <updated>2024-10-24T14:52:10Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqsx479t6svt2l3q6vlwv4x3smngjnv9jp9yaq6tj8extnt9u2akxxczyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26mmwrz3</id>
    
      <title type="html">It might be hard to believe, but this animation is actually 100% ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqsx479t6svt2l3q6vlwv4x3smngjnv9jp9yaq6tj8extnt9u2akxxczyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26mmwrz3" />
    <content type="html">
      It might be hard to believe, but this animation is actually 100% procedural.&lt;br/&gt;#gamedev #indiedev #procgen&lt;br/&gt;&lt;video controls width=&#34;100%&#34; class=&#34;max-h-[90vh] bg-neutral-300 dark:bg-zinc-700&#34;&gt;&lt;source src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/113/362/863/737/846/266/original/121ebcf621e96896.mp4&#34;&gt;&lt;/video&gt;&lt;br/&gt;
    </content>
    <updated>2024-10-24T14:27:10Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqsd42g78y9qqzh9es5hlchqfl3egsgtk9avq3ggk8frgrpr5nfa9xczyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff265zer6q</id>
    
      <title type="html">New blog post: Procedural game progression dependency graphs ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqsd42g78y9qqzh9es5hlchqfl3egsgtk9avq3ggk8frgrpr5nfa9xczyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff265zer6q" />
    <content type="html">
      New blog post:&lt;br/&gt;Procedural game progression dependency graphs&lt;br/&gt;&lt;a href=&#34;https://blog.runevision.com/2024/10/procedural-game-progression-dependency.html&#34;&gt;https://blog.runevision.com/2024/10/procedural-game-progression-dependency.html&lt;/a&gt;&lt;br/&gt;&lt;br/&gt;This is a cleaned up collection of all my social media posts, images, and videos relating to developing my proof of concept of this tech.&lt;br/&gt;#GameDev #IndieDev #ProcGen&lt;br/&gt;&lt;video controls width=&#34;100%&#34; class=&#34;max-h-[90vh] bg-neutral-300 dark:bg-zinc-700&#34;&gt;&lt;source src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/113/238/712/497/263/224/original/36c7b7c9a284eea7.mp4&#34;&gt;&lt;/video&gt;&lt;br/&gt;
    </content>
    <updated>2024-10-02T16:13:51Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqs0jlep35qwuw8625gcs4navk4lj3tsymurwx0qrgw7h0xfeem7y2qzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff266eewra</id>
    
      <title type="html">The exploration-focused game I&amp;#39;m developing (working title ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqs0jlep35qwuw8625gcs4navk4lj3tsymurwx0qrgw7h0xfeem7y2qzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff266eewra" />
    <content type="html">
      The exploration-focused game I&amp;#39;m developing (working title &amp;#39;The Big Forest&amp;#39;) will use a lot of procedural generation tech. For people who haven&amp;#39;t followed me for a long time, here&amp;#39;s a compilation video sampling various experiments I&amp;#39;ve made for it and posted about. :)&lt;br/&gt;#GameDev #IndieDev #ProcGen&lt;br/&gt;&lt;video controls width=&#34;100%&#34; class=&#34;max-h-[90vh] bg-neutral-300 dark:bg-zinc-700&#34;&gt;&lt;source src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/113/232/515/428/817/330/original/4246be8c433f43b0.mp4&#34;&gt;&lt;/video&gt;&lt;br/&gt;
    </content>
    <updated>2024-10-01T13:57:57Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqsvgxdzxuphnxfl5vyjjv6yuljtu2rt74pp049znsqwvn5qnze32kszyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26qzcu7y</id>
    
      <title type="html">My talk about Layer-Based Infinite Procedural Generation from ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqsvgxdzxuphnxfl5vyjjv6yuljtu2rt74pp049znsqwvn5qnze32kszyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26qzcu7y" />
    <content type="html">
      My talk about Layer-Based Infinite Procedural Generation from Everything Procedural Conference 2024 is now online:&lt;br/&gt;&lt;a href=&#34;https://www.youtube.com/watch?v=4oJGkx0K8UQ&#34;&gt;https://www.youtube.com/watch?v=4oJGkx0K8UQ&lt;/a&gt;&lt;br/&gt;&lt;br/&gt;The talk goes over how my LayerProcGen framework works, and could be of interest both to people interested in using that framework directly (it&amp;#39;s open source) and people who&amp;#39;d want to implement the principles from scratch on their own. #ProcGen #GameDev
    </content>
    <updated>2024-08-21T11:40:06Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqsv0jguhhz09kdwtpmu5zyk9qqx0z8utcarksg4zsf2tce7qcq6zdqzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26znp9x9</id>
    
      <title type="html">And today I found out that if an Itch page is made public prior ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqsv0jguhhz09kdwtpmu5zyk9qqx0z8utcarksg4zsf2tce7qcq6zdqzyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26znp9x9" />
    <content type="html">
      In reply to &lt;a href=&#39;/nevent1qqsr8fst38hasx5rqksscdsk2e45s77hnmudyuacj23ldh69rpl5zasvyq8p9&#39;&gt;nevent1q…q8p9&lt;/a&gt;&lt;br/&gt;_________________________&lt;br/&gt;&lt;br/&gt;And today I found out that if an Itch page is made public prior to the game itself being available (generally good practice outside of Itch, and outright required on Steam), the game will essentially forego ever being on the Most Recent or other lists partially based on recency, such as New and Popular:&lt;br/&gt;&lt;a href=&#34;https://itch.io/t/4011432/games-released-well-after-page-creation-never-get-on-most-recent-it-sorts-by-page-publish-date-rather-than-actually-indexed-date&#34;&gt;https://itch.io/t/4011432/games-released-well-after-page-creation-never-get-on-most-recent-it-sorts-by-page-publish-date-rather-than-actually-indexed-date&lt;/a&gt;&lt;br/&gt;2/? #IndieGameDev #GameDev
    </content>
    <updated>2024-08-16T11:04:43Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqsr8fst38hasx5rqksscdsk2e45s77hnmudyuacj23ldh69rpl5zaszyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26u7q0ah</id>
    
      <title type="html">It&amp;#39;s a good thing that Itch (@npub1lu8…v9tm) exists, but ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqsr8fst38hasx5rqksscdsk2e45s77hnmudyuacj23ldh69rpl5zaszyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26u7q0ah" />
    <content type="html">
      It&amp;#39;s a good thing that Itch (&lt;span itemprop=&#34;mentions&#34; itemscope itemtype=&#34;https://schema.org/Person&#34;&gt;&lt;a itemprop=&#34;url&#34; href=&#34;/npub1lu8k9ujrtrlpzpy9xutgqs22hmhzjt4r3a37jjv8jc67rf98j04swpv9tm&#34; class=&#34;bg-lavender dark:prose:text-neutral-50 dark:text-neutral-50 dark:bg-garnet px-1&#34;&gt;&lt;span&gt;itchio&lt;/span&gt; (&lt;span class=&#34;italic&#34;&gt;npub1lu8…v9tm&lt;/span&gt;)&lt;/a&gt;&lt;/span&gt;) exists, but damn, some of the decisions they insist on for how the site functions make it impossible to take it serious as a game developer.&lt;br/&gt;&lt;br/&gt;I&amp;#39;ve long argued why it&amp;#39;s a travesty they refuse to have a wishlist button since it means there is simply no sensible call to action for games not yet released:&lt;br/&gt;&lt;a href=&#34;https://github.com/itchio/itch.io/issues/1218&#34;&gt;https://github.com/itchio/itch.io/issues/1218&lt;/a&gt;&lt;br/&gt;1/? #IndieGameDev #GameDev
    </content>
    <updated>2024-08-16T10:59:36Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqsp3nuexs2ygcxa2efnvjr3563p628s7t4xga7wfupt3ew5x3urahczyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff266gve57</id>
    
      <title type="html">I just released The Cluster, my experimental 2.5D exploration ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqsp3nuexs2ygcxa2efnvjr3563p628s7t4xga7wfupt3ew5x3urahczyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff266gve57" />
    <content type="html">
      I just released The Cluster, my experimental 2.5D exploration platformer set in an open world that&amp;#39;s carefully procedurally planned and generated.&lt;br/&gt;&lt;br/&gt;Get it for free on Itch:&lt;br/&gt;&lt;a href=&#34;https://runevision.itch.io/the-cluster&#34;&gt;https://runevision.itch.io/the-cluster&lt;/a&gt;&lt;br/&gt;&lt;br/&gt;#GameDev #IndieGameDev #ProcGen&lt;br/&gt;&lt;video controls width=&#34;100%&#34; class=&#34;max-h-[90vh] bg-neutral-300 dark:bg-zinc-700&#34;&gt;&lt;source src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/112/966/603/594/859/995/original/134488741c9df063.mp4&#34;&gt;&lt;/video&gt;&lt;br/&gt;
    </content>
    <updated>2024-08-15T14:59:01Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqsfz8h6gn2583h3k0qhxx47h7qw3wrrnf5536k6ls77pgs0frw82rszyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff263ygt86</id>
    
      <title type="html">I&amp;#39;m working on a video explaining the surface-stable fractal ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqsfz8h6gn2583h3k0qhxx47h7qw3wrrnf5536k6ls77pgs0frw82rszyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff263ygt86" />
    <content type="html">
      In reply to &lt;a href=&#39;/nevent1qqsplck48ksm5fru4rzw4w72s60ex9vddgzmpavgp20mn0davyhjm3c9k6vw9&#39;&gt;nevent1q…6vw9&lt;/a&gt;&lt;br/&gt;_________________________&lt;br/&gt;&lt;br/&gt;I&amp;#39;m working on a video explaining the surface-stable fractal dithering, but it needs to cover dithering more generally first. Here&amp;#39;s some stills.&lt;br/&gt; &lt;img src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/110/575/744/799/343/320/original/df1aca52ff75b506.png&#34;&gt; &lt;br/&gt; &lt;img src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/110/575/745/901/905/265/original/67be871630d72157.png&#34;&gt; &lt;br/&gt; &lt;img src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/110/575/746/859/948/273/original/1b528aa0107b14c1.png&#34;&gt; &lt;br/&gt; &lt;img src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/110/575/747/719/495/216/original/2760bf9bc6854194.png&#34;&gt; &lt;br/&gt;
    </content>
    <updated>2023-06-20T09:08:04Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqsplck48ksm5fru4rzw4w72s60ex9vddgzmpavgp20mn0davyhjm3czyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26fej0kk</id>
    
      <title type="html">Trying surface-stable fractal dithering on my game Eye of the ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqsplck48ksm5fru4rzw4w72s60ex9vddgzmpavgp20mn0davyhjm3czyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26fej0kk" />
    <content type="html">
      In reply to &lt;a href=&#39;/nevent1qqsp6cxq9q23f65yx29f8z20f8yds05hugelhhuka53f76v7nkf97askurpla&#39;&gt;nevent1q…rpla&lt;/a&gt;&lt;br/&gt;_________________________&lt;br/&gt;&lt;br/&gt;Trying surface-stable fractal dithering on my game Eye of the Temple for a real-world test case (this will not go into the game; just a test!).&lt;br/&gt;&lt;br/&gt;This is not a post-process effect; every material needs to use a dither shader. I made opaque, cutout, additive and skybox shaders.&lt;br/&gt;&lt;video controls width=&#34;100%&#34; class=&#34;max-h-[90vh] bg-neutral-300 dark:bg-zinc-700&#34;&gt;&lt;source src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/110/536/755/799/853/497/original/b5ab547949438d1f.mp4&#34;&gt;&lt;/video&gt;&lt;br/&gt;
    </content>
    <updated>2023-06-13T11:50:57Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqsp6cxq9q23f65yx29f8z20f8yds05hugelhhuka53f76v7nkf97aszyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26gzxaws</id>
    
      <title type="html">Another test of surface-stable fractal dithering, now with ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqsp6cxq9q23f65yx29f8z20f8yds05hugelhhuka53f76v7nkf97aszyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26gzxaws" />
    <content type="html">
      In reply to &lt;a href=&#39;/nevent1qqsrn0lmk0zk35shqsug4dvcgyk8hj624ayyfs3d89yqtzjva2fmt8s5x6a6z&#39;&gt;nevent1q…6a6z&lt;/a&gt;&lt;br/&gt;_________________________&lt;br/&gt;&lt;br/&gt;Another test of surface-stable fractal dithering, now with texture and normal mapping.&lt;br/&gt;&lt;br/&gt;I reduced the dot size a bit for this one; make sure to watch in full-screen. Video compression is also not kind to this effect.&lt;br/&gt;&lt;video controls width=&#34;100%&#34; class=&#34;max-h-[90vh] bg-neutral-300 dark:bg-zinc-700&#34;&gt;&lt;source src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/110/509/589/836/927/720/original/204c2fcc6fd8cce3.mp4&#34;&gt;&lt;/video&gt;&lt;br/&gt;
    </content>
    <updated>2023-06-08T16:45:36Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqsrn0lmk0zk35shqsug4dvcgyk8hj624ayyfs3d89yqtzjva2fmt8szyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26nhvrd2</id>
    
      <title type="html">More work on surface-stable fractal dithering. The dots are now ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqsrn0lmk0zk35shqsug4dvcgyk8hj624ayyfs3d89yqtzjva2fmt8szyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26nhvrd2" />
    <content type="html">
      In reply to &lt;a href=&#39;/nevent1qqs2f36se624r807qhm4ydf8uxazwutsg9qwd3p5ur62q736n96z5psyxc0xy&#39;&gt;nevent1q…c0xy&lt;/a&gt;&lt;br/&gt;_________________________&lt;br/&gt;&lt;br/&gt;More work on surface-stable fractal dithering. The dots are now based on a (bayer) 8x8 ordered dither pattern.&lt;br/&gt;&lt;br/&gt;Note how the dither patterns follow the surfaces from small to large, yet the dot sizes and spacing remain roughly constant in screen space.&lt;br/&gt;&lt;br/&gt;I also replaced the hardcoded light with support for Unity&amp;#39;s lighting/shadows/specular.&lt;br/&gt;&lt;video controls width=&#34;100%&#34; class=&#34;max-h-[90vh] bg-neutral-300 dark:bg-zinc-700&#34;&gt;&lt;source src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/110/508/824/953/951/641/original/f46ba463986ead72.mp4&#34;&gt;&lt;/video&gt;&lt;br/&gt;
    </content>
    <updated>2023-06-08T13:30:35Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqs2f36se624r807qhm4ydf8uxazwutsg9qwd3p5ur62q736n96z5pszyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26wnu8xv</id>
    
      <title type="html">I don&amp;#39;t even need this for any project, it&amp;#39;s just an idea ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqs2f36se624r807qhm4ydf8uxazwutsg9qwd3p5ur62q736n96z5pszyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26wnu8xv" />
    <content type="html">
      In reply to &lt;a href=&#39;/nevent1qqsq2x37z3jaz42r9e674v056xcmkqcaarp4vqr6yk6nnrzcwlpsaws0t59nc&#39;&gt;nevent1q…59nc&lt;/a&gt;&lt;br/&gt;_________________________&lt;br/&gt;&lt;br/&gt;I don&amp;#39;t even need this for any project, it&amp;#39;s just an idea I had since playing Obra Dinn, and needed to try out.
    </content>
    <updated>2023-06-05T19:02:01Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqsq2x37z3jaz42r9e674v056xcmkqcaarp4vqr6yk6nnrzcwlpsawszyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26vatdsn</id>
    
      <title type="html">Simple test of a surface-stable fractal dithering idea I had. ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqsq2x37z3jaz42r9e674v056xcmkqcaarp4vqr6yk6nnrzcwlpsawszyqp8e0vpjfhtv98sa3qa9xv9xqajeha53ws8m727hhaxt8yx3ff26vatdsn" />
    <content type="html">
      Simple test of a surface-stable fractal dithering idea I had.&lt;br/&gt;&lt;br/&gt;This initial pattern is not very good and doesn&amp;#39;t produce even brightness across interpolation between fractal levels, but it&amp;#39;s a start.&lt;br/&gt;&lt;video controls width=&#34;100%&#34; class=&#34;max-h-[90vh] bg-neutral-300 dark:bg-zinc-700&#34;&gt;&lt;source src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/110/493/127/998/462/230/original/38ca1596c4ff94a7.mp4&#34;&gt;&lt;/video&gt;&lt;br/&gt;
    </content>
    <updated>2023-06-05T19:00:55Z</updated>
  </entry>

</feed>