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firepal3d.bsky.social
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@firepal3d.bsky.social
⚠️ May interact with suggestive content.
https://firepal.tilde.team
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October 30, 2025 at 11:41 AM
October 18, 2025 at 7:34 PM
October 13, 2025 at 12:26 PM
unreal engimn eat your hart out
September 17, 2025 at 8:23 PM
Like, what is this shit?
This is 0.5° angular distance on a DirectionalLight.

I can't control these stray pixels in any other way than to set angular distance to 0.0° which disables the soft falloff effect. You know, the whole point of PCSS?
September 10, 2025 at 7:08 PM
huh you weren't kidding
August 27, 2025 at 11:07 PM
August 27, 2025 at 10:04 PM
deviantart eyes
August 19, 2025 at 7:50 PM
"yeah on this game we're doing environmental storytelling"
the environmental storytelling in question:
August 5, 2025 at 1:14 PM
The Wii Virtual Console port was rated PEGI 3
July 9, 2025 at 4:03 PM
Super Mario 64 is incorrectly rated PEGI 16 on Nintendo Switch Online for "Explicit Violence"
July 9, 2025 at 12:56 PM
Where's the data? I can't get the "Altimeter Corrected Elevations 2" dataset for some reason. It's supposed to be hosted here: www.earthdata.nasa.gov/data/catalog...
Frankly, why don't they use torrents for this stuff?
#cartography #gis #earthdata #geospatial #opendata
July 1, 2025 at 5:17 PM
Very cool!
Tried to do something similar for a personal project that fell through, but instead of meshing the digits, i did it all in a pixel shader ^^'
The main benefit is contact shadows, but i'm also just more comfortable writing shader code than mesh code...
July 1, 2025 at 1:17 PM
July 1, 2025 at 12:58 PM
And for everyone else...
couldn't find the exact photograph sadly
files.catbox.moe/3yox6q.jpeg
June 26, 2025 at 9:45 PM
big data
June 25, 2025 at 9:17 PM
June 8, 2025 at 7:47 PM
this is what it looks like without the noise

still got ways to go with the overdarkening
June 5, 2025 at 9:32 AM
former post was me adding blue noise on top of the image based on image brightness. this time i'm using an approximation of poisson process (www.shadertoy.com/view/4dsSR2 "gauss process")

it's Almost Physically-Based™
#shaders #glsl
June 5, 2025 at 9:30 AM
OBS bicubic scaling really sucks. It's possible to do bicubic scaling right but this is not it
June 3, 2025 at 8:20 PM
May 30, 2025 at 3:00 PM
i was reading the first issue of Linux Format and had to do a double take. as far as i can tell, this "CD ROM" logo is made up just for this ad page
May 30, 2025 at 12:09 AM
had an epiphany a few days ago. tangent-space raymarched chains on a line ribbon mesh, now with depth writing!

it relies on a magic number to not look bad, but it's working i guess!
May 29, 2025 at 10:47 AM
Nice! I did something similar a while ago, although I don't have a project to use it in 😅

My line renderer adds a duplicate of the first and last point to allow one to make it look rounded in the pixel shader. I think I've seen No Man's Sky do their lasers like this
May 29, 2025 at 9:45 AM
One of my comfort websites... i just click around and read and say "woaaaa that's words"
advances.realtimerendering.com
May 26, 2025 at 4:54 PM