Pinned Tweet
worked all day on water, reflections, ripples, refraction and general atmosphere & mood. I LOVE this biome.

Matching this everywhere is going to be a challenge. Also needs new music.

#gamedev
added some shading to make forest areas more foresty, plus foreground waterfalls for that sweet sweet refraction & ambiance
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gsimone retweeted
What a weekend! Thank you 🥹

- Over 3000 reviews at ‘Overwhelmingly Positive’
- Number 1 in the UK Switch 2 charts
- Over 11,000 Player CCU
- Insane videos by huge press!?
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Design engineers in 2026 be like
motion motion motion motion motion motion motion motion motion motion motion motion motion motion motion motion motion motion motion motion motion motion motion motion motion motion motion motion motion motion motion motion motion motion motion motion motion motion motion motion
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gsimone retweeted
Think I'm finally starting to get a hang on the whole retro graphics thing. Still not great, but not awful anymore either.

Going for a sort of ps2 level of detail. One 512x512 texture, 619 polys base, 827 polys customized.
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no joke, a whole game like this might be fun
Gm y'all
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gsimone retweeted
my vocal synth models the vocal tract as a network of branching acoustic tubes, unlike vocaloid which stitches together and pitch-shifts phoneme recordings. still working on improving naturalness by tuning it against recordings of real singers, but I'm already impressed at how cool it sounds!
I only make serious software
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gsimone retweeted
That jellyfish is not human bro
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gsimone retweeted
Quick explainer for the forced perspective trick I posted yesterday, left in an example at the end that shows how you can exaggerate it - and how it can easily fuck up if you don't compose correctly

#gamedev
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gsimone retweeted
I’m making a programming language called blood.

Faster than rust, a powerful type system, all the power of effect systems, metaprogramming, zero-cost worktrees, semantic merging, sqlite-stored content-addressable code.

Psychosis? Hopefully not.

blood-lang.org
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gsimone retweeted
new biome and its music for Tether

#gamedev
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Hell yeah
tysm for the guide😭

#godotengine
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How to make your game look like a PS2/GameCube game.

This is everything I learned from my sixth-gen experiment 🧵

#gamedev
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gsimone retweeted
tysm for the guide😭

#godotengine
How to make your game look like a PS2/GameCube game.

This is everything I learned from my sixth-gen experiment 🧵

#gamedev
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this prompt is humiliating for most codebases
good prompt "find all of the implicit state machines in my app"
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think I completely slightly fucked up terrain generation?
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Experiment with forced perspective

The idea is to make an object (or the whole scene) scale differently with distance, to create a sense of presence and (in this case) oppression

Inspired by all the amazingstuff that @AnalogDreamDev is putting out from The King's Surveyor.
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Replying to @Gsimone
Quick explainer for the forced perspective trick I posted yesterday, left in an example at the end that shows how you can exaggerate it - and how it can easily fuck up if you don't compose correctly

#gamedev
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Quick explainer for the forced perspective trick I posted yesterday, left in an example at the end that shows how you can exaggerate it - and how it can easily fuck up if you don't compose correctly

#gamedev
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gsimone retweeted
Replying to @Gsimone
hell no, maybe you'll try
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gsimone retweeted
More WIP. Radiance Cascades computing world-space diffuse and specular GI for emissives and sky ambient lighting to a single bounce.
Some WIP. Fake skylight rendered with Radiance Cascades. Only direct lighting here with diffuse + specular GI to a single bounce.
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I have a new handle with a capital G now, kinda banger, scrib doon please @Gsimone
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