Other Michael
othermichael.bsky.social
Other Michael
@othermichael.bsky.social
Working on a low stakes, level based, TPP bird flight sim
The tricky thing about making a mesh editor is the discrepancy between how the artist and the GPU think about vertices.

For example an artist sees a cube with 8 verts. But if that cube is flat shaded the GPU actually sees 24.
January 30, 2025 at 4:57 PM
I thought making a mesh editor would be easy.
Turns out it's this interwoven web of operations, input state, and undo/redo. Not to mention any of the math / geometry.

The one bright side is that I have a really solid north star in the form of Blender.

Think I may write a blog or something about it
January 24, 2025 at 8:14 PM
Reposted by Other Michael
I often get asked about my book recommendations for graphics programming and game development. I updated my old list and made it easier to find on my website. With Black Friday/Cyber Monday, many are on sale right now (at least in Canada/US)
www.jendrikillner.com/books/
November 30, 2024 at 4:32 AM
Finally got around to trying this whole 2D GI thing.
Followed this great tutorial: jason.today/gi
January 19, 2025 at 11:22 PM
Followed Sugu Lee's excellent tutorial on TAA: sugulee.wordpress.com/2021/06/21/t...
My implementation: github.com/maftkd/TAA/t...
January 18, 2025 at 8:55 PM
Made a screen-space reflections demo
Used lettier.github.io/3d-game-shad... for reference but deviated a little bit in favor of something a little simpler.
January 16, 2025 at 11:05 PM
Implemented an old school SSAO technique
Lil' demo @ rithmgaming.itch.io/ambient-occl...
January 14, 2025 at 5:29 PM
Wrapping up the path tracer project.
I enjoyed seeing the shadows and color bleeding, but when it came time to implementing actual material models (brdf, pdf), things got a little too mathematical for me... Will have to revisit another day.
January 12, 2025 at 4:29 PM
Added emissive materials to the path tracer
January 11, 2025 at 5:46 PM
Added Depth of Field and progressive rendering to the path tracer
January 11, 2025 at 2:12 AM
Starting work on a path tracer. Goal is to eventually implement a cook-torrance brdf
January 10, 2025 at 3:43 AM
I made a Pbr renderer.
(Taking a detour to learn more about gfx programming)
rithmgaming.itch.io/pbr-demo
January 7, 2025 at 11:23 PM
New prototype: rain-maker
Use rain-power to moisten soil so plants can grow. Recharge by flying near bodies of water.
December 20, 2024 at 4:42 PM
New prototype: poop
Actually though...
The mechanic allows plants to spread over a map via their fruit & seed.
December 13, 2024 at 11:07 PM
Took a sabbatical from my sabbatical to have a go at "indirect lighting"
Inspired by Mikkel Svendsen's talk on Cocoon:
www.youtube.com/watch?v=8kS1...
December 12, 2024 at 8:27 PM
New prototype:
Spread the love - fly nearby flowers to make more flowers.
December 11, 2024 at 3:09 AM
New Prototype: You play as mama bird, and you gotta feed baby bird.
December 5, 2024 at 10:11 PM
Tree: meet Bird.
November 26, 2024 at 9:42 PM
Added a depth-based shader to help visualize ...well... depth., and help reveal the form of the tree.
November 21, 2024 at 2:36 PM
Working on tree generators currently. Finally bringing things into 3D.
Using Longay's 2014 paper: "Interactive Procedural Modelling of Trees and Landscapes" for the algorithms.
November 20, 2024 at 6:23 PM