Blaghs
blaghs.bsky.social
Blaghs
@blaghs.bsky.social
Gamedev, shitposter. Check out Careening, now in Early Access. https://store.steampowered.com/app/3321790/Careening/
December 14, 2025 at 5:22 AM
About a year ago I was talking to my cousins (who play games) about mine, and I thought Vampire Survivors was a nice safe reference. They looked at me in bewilderment, and since then I've had to rethink how I talk about it.
December 14, 2025 at 12:10 AM
It's absolute horseshit. I have the same, but I'm one guy with sporadic online presence. It's a death knell to other creatives. Utter bullshit from the government (I promise I'm not a crank).
December 13, 2025 at 3:03 PM
I know that power-scalers and "die-hard fans" criticise this arc in its entirety, but I really enjoy that Naruto as a series carries its incredibly dumb gags right up until the end. It is a show for children, after all.
December 13, 2025 at 12:53 PM
I don't have any specific screenshots, but I find it amusing how much of the kaiju battles in the last 1/5th of Naruto are centred around giant hands slapping about.
December 13, 2025 at 10:38 AM
That's a lot of hell yeahs.

I'm adding Dead Letter Department to the list.

And this has made me want to hit my next Careening milestone, so I can go back to noodling on my game prototype that is "What if Citizen Sleeper & Consume Me had a baby that really needs to go to therapy."
December 13, 2025 at 7:08 AM
Is there any real point to doing this in a shader when you could just set your textures to the resolution you want, and disable filtering?

No, probably not. But it was fun putting it together.
December 11, 2025 at 6:03 AM
Tech Bros desperately trying to find a single use for QComputing that isn't "breaks encryption like a motherfucker."

So many grifts where they'll say "this can only be done with a Q-bit!" while talking about basic parallel processing or whatever.
December 7, 2025 at 6:01 AM
Out of curiosity I did another test on ONS_IslandHop, so a map with more CPU characters & Vehicles, plus a much larger draw distance, the framerate was around 10-12 fps.

Not exactly a high number, but again, *way* way faster than I would have predicted.
December 7, 2025 at 4:10 AM
So I guess I can eat humble pie. A software renderer actually designed to utilise modern CPUs, with early millennium graphics would probably sing its way through 60hz.

(Admittedly, for comparison's sake, the dx9 render path hit its 180fps cap ~95% of the time, with only ~25-30% GPU utilisation)
December 7, 2025 at 3:32 AM
By default, Pixomatic outputs at half res, but after reading the documentation (boo, hiss) it's trivial to turn that off in the ini, at which point my test shows it running around 16-24 fps.

This is honestly about 5 times faster than I was expecting.
December 7, 2025 at 3:32 AM
And while widescreen does cause some visual errors, I set it to output 2560x1440, and the damn thing actually ran. On the first level, which is a small scale 1v1 it was hitting around 45-50fps (I had to count frames externally, so this isn't exact). There is, admittedly, one problem.
December 7, 2025 at 3:32 AM