./gabrieloc (@_GABRIELOC) header
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graphics, programming, gamedev, techno

天
Joined January 2011
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I wrote down some stuff about 3d cameras if you are new to graphics or just really into 3d cameras. Also, the examples are all interactive. gabrieloc.com/2026/09/15/per…
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「十全/ Juzen」 #羊毛フェルト
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man i fucking love data oriented design. this runs at roughly 5k fps(!!!) and it still recalculates layout every single frame. this is all possible due to architecting for DoD from the start and extensive use of arena allocators which Odin makes really easy to do. excited to write more about the entire process of building this library from scratch, everything from spawning a window, drawing shapes thru the GPU, to resolving layout.
over the last couple months, i've been (hand!)writing my own native GUI library in Odin from scratch. probably the most fun i've had programming in the last 6 months. last night, i got text wrapping working!
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RX-0ユニコーンガンダム (2) #blender #b3d #ガンダム
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We know the equation for how light moves through a cloud. Solving it just takes way too long for a game. So, I trained a tiny neural network to learn the answer and put it inside a neural shader. Watch the middle number. charlesgrassi.dev/blog/neura… #shaders #gamedev
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I wrote a new article about a liquid effect I implemented 5 years ago. (It's been a while) Stable Fluids is used in this algorithm, and I explain how I applied it to create the liquid effect in this article. There are also small interactive demos and you can play with them! mofu-dev.com/en/blog/fluid-f…
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Finally got the Jet Exhaust nozzle to work properly. This was way more difficult than I thought. Especially those small Xs drove me nuts! 😵‍💫 #b3d #blender3d #rigging #3danimation #jetengine
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Pitchforkが2004年リリースの「塊魂」のサントラを9.4点の高ポイントを付けて大絶賛しててビックリ!レビューを読むとゲーム音楽としての異質さに加えて、当時全盛期を過ぎていた渋谷系ムーヴメントの亜流かつ傍流に位置するユニークな作品として今作を捉えてるのが面白かった。改めてちゃんと聴いてみよう。
For today's Sunday Review, we're reconnecting with a 2004 cult-classic video game whose postmodernist soundtrack doubles as a treatise on the meaning of life pitchfork.com/reviews/albums…
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where is father Charles? and why is he not going down to end battle?
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「ガーリックボーイ」 #羊毛フェルト
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ドルカスの脚にもフレームを入れた。苦労した割に可動範囲が狭いが一応の目標である右前ダッシュ攻撃の姿勢は取れそう
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I was generating shader output using randomly assembled equations when I discovered this odd approach - generation depending on results of earlier terms, eg: First term is x*x, if result is above 100, then next term is x*y, otherwise its sin(x) and so on Result:
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细思极恐,上一个文明创造了碳基人,碳基文明创造了硅基人,宇宙往复循环!
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My Unreal Engine laser can now destroy things
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SDF Phase Diagram SDF球がsimplexドリフトで有機的に動き、スカラー場の融合境界を marching-squares 相当の等高線(fwidth アイソライン)として多段に抽出する材料相図。 #boucle #fridaydebugview #creativecoding
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I'm not sure a lot of people understand what game coders actually do. We're not spending 9 hours a day finely hand crafting artisan software and expressing our inner dreams... 90% of the time we are fighting compilers and existing architecture, having to work out how undocumented code works, and tracking down obscure bugs and behavioural issues. Most of game programming is just difficult, tedious, laborious grunt work, and the cognitive load we have to endure to get anything done is tiring and frustrating. No game coder is doing it for this 90% of the job. We make games because the 10% that IS actually about making things fun and expressing ourselves is so incredibly rewarding it makes the other 90% bearable. Now imagine if there was a tool, some kind of AI agent maybe, which could do most of the 90% grunt work for you, leaving you to just make all the decisions and express your creativity. How amazing would that be. How completely revolutionary would that be.
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i love when people discover that you can literally do better flash animations than flash itself on blender and then code them to match the camera view blender is a program whos entire existence is to be forever glazed to death because it is just that good.
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just scratching the surface
making some progress on mjc integration, policy still needs work but doing pretty well for fully autonomous research
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Why is nobody talking about PBRnxt? Maybe because it's 2 years old, so a dinosaur in AI times - but the results are great! Drop in one flat texture and it generates a complete PBR material—albedo, roughness, displacement and both OpenGL and DirectX normal maps. It averaged around 5 seconds for a 512×512 texture on an RTX 3070. Free, MIT-licensed and running locally.
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drag out a helper, hoisting dependencies along with it
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