Nolram
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nolram.bsky.social
Nolram
@nolram.bsky.social
Hi I'm Marl and I make digital things!

Any pronouns. DMs always open.
Technical Art / Game Audio person looking for work! Huge game technology dork. Big robot sometimes.

You can find some of my wonky music here: https://nolram.bandcamp.com/

🏳️‍🌈
Reposted by Nolram
hi I'm back, have some destruction R&D stuff from a while ago :)
May 11, 2025 at 1:33 AM
This is why, for a while now, every time I tackle a complex feature or project, I always make a small, often hacky prototype implementation first outside my main project. This might be a weird strategy, but it means I am never going into the proper implementation blind and know what to look out for.
An underrated skill in programming is learning to start over with the current problem.

I often see people trying to fix their current problem solution. Almost in denial of the solution's basic flaws.

Often its faster and better to just take some notes and start over.
October 17, 2025 at 7:50 AM
I know this was a joke post but in one indie game project I was on, our custom dialogue editing tool would play that one biggie cheese clip from Barnyard at maximum volume if you left the editor idle in the main menu for 2 minutes.
I added it for April fools and just

never took it out
Now that's what I call Tool Design.
Feature request:

When the editor has fully updated and loaded my workspace, please play carnival music in my headphones at full blast until I alt-tab out of whatever email/DM/thread/etc grabbed my attention in the meantime.
October 1, 2025 at 7:58 PM
Being nice to random strangers on the internet is actually addicting ya‘ll should try it sometime
August 6, 2025 at 3:06 AM
Someone with more experience please explain: Isn’t fat-struct architecture terrible for CPU cache due to the large object size?
July 23, 2025 at 6:41 PM
I don‘t need AI I can create a mental health crisis all by myself!
July 19, 2025 at 7:10 AM
Reposted by Nolram
Found an old geometry cache playback experiment from some years ago :) The dynamics still look quite good I think!
Rendering became the bottleneck here, so Vertex Animation Textures are probably the way to go afterall (who could have thought).
#techart #gamedev #simulation #realtimevfx
November 25, 2024 at 10:36 PM
Am I crazy or is “4 player coop with positional voice chat comedy game” just like, an unreasonably successful formula the last few years?!
June 17, 2025 at 7:16 PM
Isn’t it weird that all the engine developers that work on tech like Unity or Unreal essentially never get credited in any shipped titles?
June 8, 2025 at 11:36 AM
Reposted by Nolram
Stress type (Compression and Tension) visualisation in my new stress algorithm as part of the new destruction system I made a few months ago :D
May 12, 2025 at 3:31 AM
Listening to the music of @aiviwave.com & @surasshu.com while programming has been a massive blessing for productivity.

If anyone knows any more good music to code to, let me know, I’m starting to run out :)
May 14, 2025 at 5:58 AM
Stress type (Compression and Tension) visualisation in my new stress algorithm as part of the new destruction system I made a few months ago :D
May 12, 2025 at 3:31 AM
hi I'm back, have some destruction R&D stuff from a while ago :)
May 11, 2025 at 1:33 AM
Not normally what I like posting about. But.

@steampowered.com appear to have seriously broken the german Steam store. Many games - like Doom 3 or The Vanishing of Ethan Carter - just simply don't have a buy button anymore. (They are not restricted in germany, there's nothing in SteamDB about it.)
December 27, 2024 at 5:50 AM
I made a small patching tool for DarkSector (a 2009 game from Digital Extremes) to fix some of the technical issues with it - like stretching at 16:9, and being unable to render at anything larger than 1080p.
Check it out here: nolramsstuff.com/darkpatcher/

Oh, and the game is free at the moment!
DarkPatcher
DarkPatcher, a DarkSector patching tool
nolramsstuff.com
November 28, 2024 at 3:29 AM
Found an old geometry cache playback experiment from some years ago :) The dynamics still look quite good I think!
Rendering became the bottleneck here, so Vertex Animation Textures are probably the way to go afterall (who could have thought).
#techart #gamedev #simulation #realtimevfx
November 25, 2024 at 10:36 PM
I have a joke about graphics programming but VK_ERROR_EXTENSION_NOT_PRESENT
I have a joke about game development, but not for this platform
I have a joke about game development, but the scope is potentially too big and
October 26, 2024 at 11:32 AM
Accidentally implemented some kind of translucency in my deferred lighting pipline recently by... not treating backface normals correctly.
But hey these leaves look pretty good now! Not intentional but sure appreciated!
#gamedev #techart #rendering
October 26, 2024 at 12:28 AM
Anyone got any advice on how to best alt-text images of VFX-ish stuff? „Amorphous mass of particles“ isn‘t a particularly helpful description I‘d think
October 25, 2024 at 11:28 AM
Really old Quasar-ish thing.
I need to get back into experimenting with raymarching :)
#gamedev #techart #realtimevfx #vfx
October 24, 2024 at 11:28 PM
An old real-time destruction experiment of mine, with the old angle-based stress algorithm...
It's old but I still think it looks good!
#gamedev #techart #simulation #realtimevfx
October 23, 2024 at 2:09 PM
I work night shift.
“But you’re a game developer!”
Exactly.
October 23, 2024 at 2:07 AM
Fog is such a uniquely beautiful phenomenon somtimes... This is a screenshot from a weekend project 2 years ago. It's still one of my favourites, the natural gradient from overlapping volumetric fog volumes is just breathtaking.
#gamedev #3D #techart
October 22, 2024 at 10:51 PM
Normally temporal reprojection utterly destroys clarity of VFX in games... but what if we used temporal reprojection to our advantage?
A few screenshots from an experiment some years ago.
#realtimevfx #vfx #techart #gamedev
October 22, 2024 at 4:43 PM
hello world
October 22, 2024 at 3:53 PM