ncnvrgnt
@inconvergent.net
2.4K followers 310 following 2.8K posts
procedural & graphics artist parallel programmer purveyor of teapots [under its eye] sometimes i write words at https://inconvergent.net i made a game: https://boxtype.app buy art: https://buy.inconvergent.net
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inconvergent.net
i published a first version of my browser puzzle/platform game (+ level editor). you can play it for free (w/a keyboard) at boxtype.app. levels are encoded in the url; if you make something you like you can share it with anyone

i'd love to hear what you think!
screenshot of the game (the website) a square world made from white blocks. cyan and magenta color scheme. logo in upper left corner. some menu items in flat simple geometric style
inconvergent.net
we strongly suggests staring into the abyss for at least twelve minutes whenever you hear the hourly ding. or just whenever
two panels extend into a bright reflective surface. the panels are part glass and we see light streaming through in white an magenta
inconvergent.net
note that it has been several days since the last orb incident
we look up into a structure made from rectangular blocks. some blocks are black. and some are glass (white/magenta). reflective ceiling and floor. volumetric light
Reposted by ncnvrgnt
inconvergent.net
the intern is running their favorite test cycle on The Big Lights
cyan, magenta and yellow volumetric light streaming into a simplistic/stylistic cavernous space through columns on the right. reflective base and ceiling
Reposted by ncnvrgnt
inconvergent.net
the alternative office of geometry will be open at normal angles tomorrow.

(always observe safety procedures)
unedited rendering. an inverse u shape constructed from rectangular black blocks. some blocks are made of white, cyan or magenta glass. light streams in from left and right. reflective base
inconvergent.net
here is the same scene with volume light off. everything else is the same. this takes ~16 min to render at the same res. (4k^2)
very dark version of the original render. we see some sprinkles of light from white strips of light behind the walls. but it's hard to make out details
inconvergent.net
rendered in 200 min. w/32 cores
inconvergent.net
the alternative office of geometry will be open at normal angles tomorrow.

(always observe safety procedures)
unedited rendering. an inverse u shape constructed from rectangular black blocks. some blocks are made of white, cyan or magenta glass. light streams in from left and right. reflective base
inconvergent.net
(i think that's a little bit annoying. and also a much larger problem for the rest of us than it strictly speaking should have to be)
inconvergent.net
i am not convinced sam altman knows that people do things for other reasons than to increase shareholder value
inconvergent.net
time for some coffee
glassy faceted surface surrounded on three sides by a tiling of boxes. most boxes are dark. some ar glass. volume light comes in through the glass
inconvergent.net
we don't go in here, but the "KEEP OUT!!!" sign is missing. we should order more than one this time, they keep disappearing
a dense wall of thin tall black blocks. cmy light from behind. we see volume light in front streaming through the blocks. not very bright. a reflective base. like calm wate in a well
inconvergent.net
the intern is sad to report that the test cycle on The Big Lights™ is almost done. but they are happy to report that they will run the test cycle again; "just to make sure it still works"
bright light streaming in through central columns. into a large space. we see boxes surrounding the left and right walls. reflective ceiling and base.
inconvergent.net
another great day to go online and ... *checks notes* ... regret being able to read
inconvergent.net
these renders uncovered some material/volume interactions that don't combine well. hopefully i can adjust it. but i also quite like this light #graphics
yellow, magenta and cyan volume light (mixing into white) streaming into a cavernous space where the edges are lined with boxes of different sizes. the boxes reflect light. stylistic water at the base of cavern very similar scene with a slight rotation
Reposted by ncnvrgnt
heatpenn.bsky.social
level blockouts from my current project
inconvergent.net
should i be worried if the cubes appear to be multiplying?
light streaming in from columns on the left. the light is cmy, but mixes into white. the columns are surrounded by many gray boxes of different size. they catch the light at different angles
inconvergent.net
the intern is running their favorite test cycle on The Big Lights
cyan, magenta and yellow volumetric light streaming into a simplistic/stylistic cavernous space through columns on the right. reflective base and ceiling
inconvergent.net
three renders of the same test scene. the first two have volume light w/different settings. the third has no volume light. all images show light streaming in through columns on the left into a cavernous space with boxes around the edges. everything is very simplistic #raytracing #graphics
volumetric light visible coming from between columns. but also more stray/inexplicable light columns much bright rendering of the same image. the boxes around the edges now project a lot of volume light into the open space very dark rendering. we see reflection of the light source inside the columns. and some reflections in ceiling and glass/water base
inconvergent.net
i had the cursed thought that: when i eventually profile this raytracer properly; i will also know how many watts the CPU is burning on AABB lookups. now you have it too
Reposted by ncnvrgnt
inconvergent.net
i can't help but feel like the severity of CEO brain is escalating faster and faster across the board
inconvergent.net
presumably you are allowed sharp objects if you tie them to a string and tow them behind you
inconvergent.net
i can't help but feel like the severity of CEO brain is escalating faster and faster across the board