CaptainTechnicality
cpttechnicality.bsky.social
CaptainTechnicality
@cpttechnicality.bsky.social
Former Professional Game Dev, Current Hobbyist Game Dev | 28 | she/her | 🏳️‍⚧️
Imagine if they remade High and Low today and all the shots like this were in color but you couldn't see anything in the reflection of his glasses, but people were talking about how it looks better cause it's in color and the old B&W just made the film too inaccessible.
October 25, 2025 at 9:05 PM
The game really said "You don't need to see this".
October 19, 2025 at 9:24 PM
Ekko/Vi funny moments
October 15, 2025 at 12:51 AM
Fighting gamers will find literally any excuse to explain fighting game mechanics as a triangle
October 5, 2025 at 12:58 AM
No, you're supposed to obey me!
The seven second buffer window:
September 2, 2025 at 10:36 PM
Starfinder has really been cooking in the TTRPG space
August 27, 2025 at 7:51 PM
Someone asked where your legs go
August 25, 2025 at 9:42 PM
August 25, 2025 at 8:14 PM
Bridget in Guilty Gear XX when she sees Baiken: "Ah yes, this is the 'Masculinity' I've been searching for."
August 25, 2025 at 5:14 PM
New Strive patch is lookin good
August 21, 2025 at 6:47 PM
Fungus game
August 19, 2025 at 3:42 PM
I initially planned a minimalist style for this project, but the box lighting technique looked so good, it was making the flat colored environments look bad to me, so I tried out making some photo textures with normals, and I think the results look pretty good!
August 19, 2025 at 12:06 AM
Finally worked out the kinks in my box lighting algorithm and it looks fucking amazing if I do say so myself.
August 16, 2025 at 6:18 PM
Okay, I figured out the issue with the seams. Rather than calculating the shortest point to project onto, I can instead calculate the dot between the old and new vector at each projected point, and select the point with the smallest angle change. Smooth shaded objects are still fucked though.
August 14, 2025 at 12:55 AM
And here's the new result. It's a bit messier, there are noticeable seams at the borders, but I think it's getting closer to what we want, you can even see the reflection of the light on the floor below with a bright light.
August 13, 2025 at 11:50 PM
Okay, here's the new method, project planes (or lines in 2d) from each face of the box, and then find the point where the normal intersects them. Take the point with the shortest distance to intersection, and then clamp that point to the box instead. That's your "best point" for lighting.
August 13, 2025 at 11:40 PM
The issue arises from the fact that the closest point is not actually the "best" point once the closest point lies somewhere on the center of the object. Additionally, specular highlights should become wider, since the light is casting on the surface from multiple angles.
August 13, 2025 at 9:43 PM
Experiment making cheap box-shaped lights. It works by calculating the closest point on the box, and then calculating using normal point light code from there. The effect looks okay at first, but I think there are issues with specular highlights and objects underneath the lights.
August 13, 2025 at 9:38 PM
The power scaling on these books went insane.
July 14, 2025 at 5:48 AM
I've always known that people who claim non-binary gender identities were invented in the past decade are lying through their teeth, but it's still satisfying to see it spelled out in plain text in a book written before I was born.
July 2, 2025 at 4:32 PM
Been working on implementing joints in my engine, now these boxes stay together a bit better and only fall apart when hit by the player.
June 27, 2025 at 10:21 PM
Maybe NL was right, The Bazaar might be kinda cooked
June 24, 2025 at 8:22 PM
I always liked in old Street Fighter games how there were background props you could destroy, so I took a break from "serious" coding to add a destructible crate (this ended up being more difficult to implement than anything else I've done in the past 2 weeks).
June 14, 2025 at 1:03 AM
So, you're on a first date, and she hits you with this kara throw, wyd?
June 11, 2025 at 12:23 AM
I haven't posted game dev updates here in a bit and that's cause I haven't really been working on development for a while! But I recently got back into the flow of things and have been having fun iterating on my engine and putting together a skeleton for a fighting game I want to work on!
June 2, 2025 at 10:27 PM