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JeroMiya

@jeromiya.bsky.social

Enterprise Software Architect, C#, JS/TS, Hobby gamedev. Owner of Sleepy Daddy Software™ (@sleepydaddysoft.bsky.social - not yet actively posting) Maybe some occasional posts about games I like here and there. Kindness and empathy are my core principles

19 Followers  |  23 Following  |  28 Posts  |  Joined: 22.11.2024  |  1.7257

Latest posts by jeromiya.bsky.social on Bluesky

Preview
Just One Brick by Sleepy Daddy Software™ You are the last brick. Don't let them break you.

Welp! I just finished my first game jam entry! It's pretty simple, but I learned a lot! sleepydaddysoftware.itch.io/just-one-bri...

25.07.2025 06:22 — 👍 1    🔁 0    💬 0    📌 0

Here's the thing about model poisoning - once a model is poisoned, it will start to generate more poisoned (i.e. vulnerable) code by users that will then get re-ingested into the everyone's training sets. Meaning when the models start to collapse, they will all converge on those vulnerable patterns.

05.06.2025 23:37 — 👍 0    🔁 0    💬 0    📌 0

The two topics I don't hear anyone selling AI coding services talking about in depth are: model collapse, and intentional model vulnerability poisoning, now able to be done at scale (particularly by state actors who now have their own private unrestricted models to generate poisoned training data)

05.06.2025 23:30 — 👍 1    🔁 0    💬 1    📌 0

That has a really nice sound to it! If I may make a small suggestion - maybe raycast to the middle of the target circle, find the intersection with the world (limited to a minimum distance from the mech that feels right), and angle the two guns towards that point so that the bullets hit that spot

04.06.2025 23:15 — 👍 1    🔁 0    💬 1    📌 0

I do wish there were more modern retro style games that leaned into the CRT effect, but ironically I think it generally takes a very high resolution/contrast/brightness display to get the effect truly correct. Some of the CRT filters I've seen in modern retro style games are OK, but not great.

13.03.2025 11:59 — 👍 0    🔁 0    💬 0    📌 0

However, I know many people who either started playing games after the LCD era of TVs or played games primarily on PC or the LCD handhelds - and they seem to prefer unfiltered "sharp" pixel art, which is totally valid, especially if the art was designed for that.

13.03.2025 11:59 — 👍 0    🔁 0    💬 1    📌 0

It's interesting to me the perception of modern retro style pixel art games varies not just by what generation of games you grew up in, but also whether you primarily played PC or console at the time. I myself played console growing up, so I prefer CRT effects over modern pixel art styles.

13.03.2025 11:59 — 👍 0    🔁 0    💬 1    📌 0

Taking a bit of a break from game dev for medical reasons and to spend time with family during the holidays, but hope everyone is having a good time!

14.12.2024 01:07 — 👍 0    🔁 0    💬 0    📌 0

Not that I'm anywhere close to making something worth releasing on Steam lol, but I think I'll get there someday 😅

08.12.2024 22:13 — 👍 0    🔁 0    💬 0    📌 0

I enjoy watching experts talk about what types of games succeed on #steam, but yeah it makes me sad that my favorite genres are firmly in the "don't sell well on steam" category. But then I remember this is a hobby and I won't need them to sell well to feed my family, so I can make what I want :P

08.12.2024 22:12 — 👍 1    🔁 0    💬 1    📌 0

Nice! Congrats! 🎉

08.12.2024 22:02 — 👍 0    🔁 0    💬 1    📌 0
Testing Voxel GI in Stride with the top down RPG template
YouTube video by MiyaGrace Testing Voxel GI in Stride with the top down RPG template

Just a quick experiment with the top down template in the #stride3d engine. Testing out the voxel global illumination volume. I need to figure out how to tweak it a bit to reduce flickering I think, or maybe that's the lens flare? #gamedev youtu.be/b77E2ZyA8pk

08.12.2024 19:37 — 👍 2    🔁 0    💬 0    📌 0

quad miniguns! :D

08.12.2024 19:12 — 👍 1    🔁 0    💬 1    📌 0
Progress on remodeling low-poly turret
YouTube video by MiyaGrace Progress on remodeling low-poly turret

I needed to remodel a turret I made a while ago. I needed to add a PBR material, make it smaller, etc... I decided to use a Tron inspired style. I'm not happy with the barrel or sphere part, but I'll keep working at it! #gamedev #lowpoly #blender youtu.be/bZ5De8RN-I0

08.12.2024 18:52 — 👍 4    🔁 0    💬 0    📌 0

It is! Thanks for putting it all together!

30.11.2024 03:34 — 👍 1    🔁 0    💬 0    📌 0
Preview
Enjoyable Game Architecture | Chickensoft — Open source tools for Godot and C# If we can make building games easier, we can focus on the hard part: designing them.

Love this #gamedev article about architecture for #godot. As an enterprise/fintech dev, I've always felt that typical game engine "scripting" is not be very scalable, but I love that devs are indeed applying some of those architecture lessons to games too chickensoft.games/blog/game-ar...

29.11.2024 23:14 — 👍 18    🔁 3    💬 0    📌 1
Can't fit all the notes into the alt text, but here are some of them:

Setting up Material in Blender:
	• Import Albedo, Metalic, Roughness, and Emission textures into the shader
	• Set All to Nearest instead of Linear
	• Albedo and Emission set to sRGB
	• Metallic and Roughness set to Non-Color
	• Hook up Albedo to Base color
	• Hook up Metallic to Metallic
	• Hook up Roughness to Roughness
	• Hook up Emission to Emission Color
	• Set Emission Strength to 20 or so
	
	
Enable bloom in Blender:
	• Click Compositor tab on the top
	• Ensure "Use nodes" is checked
	• Shift-A to add a node, search for "Glare"
	• Add Glare node between Render Layers and Composite nodes
	• Hold ctrl-shift keys and select the Glare node to enable preview
	• Select "Bloom" in the dropdown of the Glare mode to switch to preview
	• In the preview pane, click the dropdown menu, in compositor section select "Always" to preview in realtime

Additional HDR Emissive setup in Godot:
	• Add a WorldEnvironment node to your Node3D scene
	• Add the HDR file to the project (may take time)
	• In WorldEnvironment inspector, click to create new Environment
	• Click the Environment to edit it, select Mode Sky
	• Click Sky, New Sky, Select the Sky to edit it
	• For Sky Material, select New PanoramicSkyMaterial, Select it to edit it
	• Click Panorama, Load and select the .hdr file you imported above
	• Under Rotation, set Y rotation to 90 to match blender
	• Under Glow, Enable Glow
	• Set Intensity down to 0.1
	• Set Blend Mode to Screen
	• Increase HDR Luminance Cap to max
	
	

Other Godot settings notes:
	• Turn off the Preview Sunlight button in the top middle of the 3D pane

Export settings for GLTF:
	• Turn off Vertex Colors
	• Turn on Apply Modifiers

Creating material in Godot:
	• Create new resource, StandardMaterial3D
	• Set Albedo, Roughness, Metallic, and Emissive textures to the textures you imported above
	• Set Metallic channel to Blue
	• Set Roughness channel to Green

Can't fit all the notes into the alt text, but here are some of them: Setting up Material in Blender: • Import Albedo, Metalic, Roughness, and Emission textures into the shader • Set All to Nearest instead of Linear • Albedo and Emission set to sRGB • Metallic and Roughness set to Non-Color • Hook up Albedo to Base color • Hook up Metallic to Metallic • Hook up Roughness to Roughness • Hook up Emission to Emission Color • Set Emission Strength to 20 or so Enable bloom in Blender: • Click Compositor tab on the top • Ensure "Use nodes" is checked • Shift-A to add a node, search for "Glare" • Add Glare node between Render Layers and Composite nodes • Hold ctrl-shift keys and select the Glare node to enable preview • Select "Bloom" in the dropdown of the Glare mode to switch to preview • In the preview pane, click the dropdown menu, in compositor section select "Always" to preview in realtime Additional HDR Emissive setup in Godot: • Add a WorldEnvironment node to your Node3D scene • Add the HDR file to the project (may take time) • In WorldEnvironment inspector, click to create new Environment • Click the Environment to edit it, select Mode Sky • Click Sky, New Sky, Select the Sky to edit it • For Sky Material, select New PanoramicSkyMaterial, Select it to edit it • Click Panorama, Load and select the .hdr file you imported above • Under Rotation, set Y rotation to 90 to match blender • Under Glow, Enable Glow • Set Intensity down to 0.1 • Set Blend Mode to Screen • Increase HDR Luminance Cap to max Other Godot settings notes: • Turn off the Preview Sunlight button in the top middle of the 3D pane Export settings for GLTF: • Turn off Vertex Colors • Turn on Apply Modifiers Creating material in Godot: • Create new resource, StandardMaterial3D • Set Albedo, Roughness, Metallic, and Emissive textures to the textures you imported above • Set Metallic channel to Blue • Set Roughness channel to Green

Speaking of notes, I recommend taking lots of them especially when you're watching tutorials etc. because often you'll switch around what you're doing or take a break and forget some things, it's nice to have an organized cheat sheet. Here's mine from #lowpoly tutorials in #blender and #godot

27.11.2024 10:44 — 👍 1    🔁 0    💬 0    📌 0
Screenshot of notes, as follows:
With Export Settings +Y Up, -Z Forward:
Blender +X = Stride +X
Blender +Y = Stride -Z (forward)
Blender +Z = Stride +Y


Godot:
In model space:
	• In Godot: 
		○ +Z is front, -Z is the rear of the model
		○ +X is left, -X is right
		○ +Y is up, -Y is down
	• In blender: 
		○ +Y is rear of the model, -Y is the front
		○ +X is left, -X is right
		○ +Z is up, -Z is down
Godot camera:
	• -Z is the camera's forward direction, +Z is back
	• +X is right, -X is left
	• +Y is up, -Y is down

Axis box expectations:
	• Green side is Blender +Y, Blender rear model
		○ Should be Godot -Z
	• Red side is blender +X, Blender left
		○ Should be Godot +X
	• Blue side is blender +Z, Blender up
Should be Godot +Y

Screenshot of notes, as follows: With Export Settings +Y Up, -Z Forward: Blender +X = Stride +X Blender +Y = Stride -Z (forward) Blender +Z = Stride +Y Godot: In model space: • In Godot: ○ +Z is front, -Z is the rear of the model ○ +X is left, -X is right ○ +Y is up, -Y is down • In blender: ○ +Y is rear of the model, -Y is the front ○ +X is left, -X is right ○ +Z is up, -Z is down Godot camera: • -Z is the camera's forward direction, +Z is back • +X is right, -X is left • +Y is up, -Y is down Axis box expectations: • Green side is Blender +Y, Blender rear model ○ Should be Godot -Z • Red side is blender +X, Blender left ○ Should be Godot +X • Blue side is blender +Z, Blender up Should be Godot +Y

One thing I struggled with when #modeling is translating different coordinate systems between #blender and the various game engines (e.g. #godot and #strideengine). One thing that helped is making a simple box model colored with the axis and test imported it into the engines. And I took notes!

27.11.2024 10:38 — 👍 1    🔁 0    💬 1    📌 0
Screenshot of a low-poly ship with glowing bits here and there and a reflective window

Screenshot of a low-poly ship with glowing bits here and there and a reflective window

I mean, sure it's all #lowpoly #programmerart so far, but it's fun! I love adding little glowy bits here and there

27.11.2024 10:31 — 👍 0    🔁 0    💬 1    📌 0

Although I have decades of enterprise #programming under my belt, I've really enjoyed learning #gamedev as beginner. One of my early blockers was "I can do the programming part, but not the modeling|music part", but pleasantly surprised at my progress at least on the modeling part.

27.11.2024 10:13 — 👍 5    🔁 0    💬 1    📌 0

I don't have any screenshots this weekend to share, just getting back into the groove after a break. BUT, I see all your #gamedev #screenshots and y'all are doing some amazing and inspiring stuff - so many talented people out there!

25.11.2024 00:03 — 👍 1    🔁 0    💬 0    📌 0
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I have another vid of the cursed flight controller I tried to create lol, but it's over 60 seconds so I'd have to edit it, I might have to post it later lol, but here's a screenshot

23.11.2024 19:19 — 👍 0    🔁 0    💬 0    📌 0
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This is me experimenting with physics based enemy scripts and a world-space target indicator heh, this one is slightly terrifying

23.11.2024 19:09 — 👍 1    🔁 0    💬 1    📌 0
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I really like the Stride engine personally. Here are some experiments I've been doing in Stride. This is me testing homing projectiles, turrets, health/death scripts, and particles

23.11.2024 19:05 — 👍 2    🔁 0    💬 1    📌 0
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I'm currently focused on learning beginning #gamedev concepts in various engines (I've been learning #unity, #godot, and @stride3d.bsky.social). My current inspiration is old school flat shaded polygon era, so Star Fox, Avara, and this hidden gem Vortex for SNES

23.11.2024 18:56 — 👍 10    🔁 0    💬 1    📌 0

Yep, mostly it's going to just be hobby tinkering stuff, so I'll be an inconsistent poster heh. Plus, I've been taking a break these last couple months to refresh.

23.11.2024 17:43 — 👍 1    🔁 0    💬 0    📌 0

Greetings! I'm the owner of Sleepy Daddy Software™ - this account will be focused on #programming, #gamedev, and #opensource. @sleepydaddysoft.bsky.social isn't active yet, but will be for announcements/releases, if any, though I'm currently focused on hobby gamedev/learning. Welcome! #introductions

23.11.2024 16:53 — 👍 3    🔁 0    💬 0    📌 0
A color palette texture with a grid of various color subpalettes with different metallic, roughness, and emissive properties

A color palette texture with a grid of various color subpalettes with different metallic, roughness, and emissive properties

that looks amazing! I'm super new to modeling (mostly programmer art) and I only do low poly models, so this is the only texture I use lmao (plus roughness/metallic/emissive textures)... 😅

23.11.2024 16:37 — 👍 1    🔁 0    💬 1    📌 0

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