Thank you thank you ๐
15.01.2026 13:54 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0@animaloop.bsky.social
An indie game being made by 2 european peeps. Out in the coming months, for Android first (the rest afterwards)
Thank you thank you ๐
15.01.2026 13:54 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0#newgames #gamingtrends #indiegames #gamingtips #videogaming #gamedev #indiedev #gamestudio #gamecommunity #gamerlife
11.01.2026 09:41 โ ๐ 2 ๐ 1 ๐ฌ 0 ๐ 0This sparked a lot of discussions on tiktok, I wonder how will you react...
#gamergirl #girlgaming #girl #gaming #gamer
Anima Loop is a reaction to my time in the shadier parts of the industry - curious to know how you feel about this life transition!
I've been posting on tiktok lately, but should I post here too?
#gamedev #games #gaming #mystory #indiegame #indiedev
"Magnetic"
for(float i,z,d,l;i++<6e1;o+=vec4(l,2,z,1)/d/l/z){vec3 p=z*normalize(FC.rgb*2.-r.xyy),a=p-.9*p.xzy;p.z+=5.;
for(d=1.;d++<9.;a+=sin(round(a*d).yzx+t)/d);z+=d=length(vec4(sin(a*a)*.3,cos((l=length(p))/.3)))/6.;}
o=tanh(o*o/1e6);
Please don't ๐ฅฒ
19.09.2025 09:49 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0"Fragments"
vec3 p;
for(float i,z,f;i++<3e1;z+=f=.003+abs(length(p.xy)-5.+dot(cos(p),sin(p).yzx))/8.,o+=(1.+sin(i*.3+z+t+vec4(6,1,2,0)))/f)
for(p=z*normalize(FC.rgb*2.-r.xyy),p.z-=t,f=1.;f++<6.;p+=sin(round(p.yxz*PI2)/PI*f)/f);
o=tanh(o/1e3);
After a lot of time spent this weekend, the system is almost completely functional.
It calcs cap chance (based on LV, HP, Dist, Aware) & has a fail state.
In the future, needs more camera angles and animations. Also missing the part where you compare stats afterward.
#CherubDev #UE5 #GameDev
Some shaders and tools Iโve created while writing technical art books with Unity ๐
#unity3d #indiedev #gamedev
maybe a hot take but they shouldn't let you become a ceo unless you can do everybody else's job at the company you work at. i really think it should be THAT hard.
21.08.2025 14:48 โ ๐ 1792 ๐ 173 ๐ฌ 100 ๐ 21"Sonata"
vec3 s,c,p;
for(float i,z,f;i++<3e1;p+=c,z+=f=abs(p.y+7.)*.5+.2,o+=vec4(1,2,4,1)/f/(z*.3+p*p).x)
for(c=p=z*(2.*FC.rgb-r.xyy)/r.y,p.x*=f=s.y=.3;f++<3.;p+=cos(p.yzx*f+z+t)/f);
o=tanh(.1*o/length((c/p.z+s).xy));
"Ash"
vec3 p;for(float i,z,f;i++<1e2;z+=f=.02+.1*max(f=5.-.2*z-max(p,-p*.4).y,-f*.5),o+=f/z)for(p=z*normalize(FC.rgb*2.-r.xyy),p.x*=f=.5;f++<9.;p+=sin(p.yzx*f-t/4.)/f);o=smoothstep(4.,7.,o/vec4(.7,.8,1,1));
"Vapor 2"
vec3 p;
for(float i,z,f;i++<1e2;o+=sin(p.y-t+vec4(6,1,2,3))*f+f){p=z*normalize(FC.rgb*2.-r.xyy);
for(f=1.;f++<9.;p+=sin(p.zxy*f+f-t)/f);
z+=f=.01+.1*abs(dot(sin(p*.7),cos(p).yzx));}
o=tanh(o*o/1e2);
"Venom" in just 148 chars:
vec3 p;
for(float i,z,f;i++<1e2;z+=f=.2*abs(dot(cos(p*.5),sin(p).yzx)),o+=.1*f)
for(p=z*normalize(FC.rgb*2.-r.xyy),f=1.;f++<9.;p+=sin(p.zxy*f-z-t)/f);
"Horizon"
vec3 c,p;for(float i,z=.1,f;i++<1e2;o+=vec4(9,4,2,0)/f/length(c.xy/z)){p=c=z*normalize(FC.rgb*2.-r.xyy);for(p.x*=f=.6;f++<9.;p+=sin(p.yzx*f+.5*z-t/4.)/f);z+=f=.03+.1*max(f=6.-.2*z+min(f=(p+c).y,-f*.2),-f*.6);}o=tanh(o*o/9e8);
playstation legends ! ๐โจ
#psx #lowpoly
Video thumbnail.
โจ Todayโs video is a tip for getting a kind of โfake prismatic glassโ effect in Blender.
youtu.be/njUOgdse-CE
#b3d #blender
A little messing about with particles.
#Blender #GeometryNodes #MotionGraphics
"Radial"
vec2 p=FC.xy-r*.5;for(float i,a;i++<7.;o+=.02/(max(a=length(p)/r.y-i*i/5e1,-a*4.)+2./r.y)*smoothstep(0.,.6,cos(a=atan(p.y,p.x)*3.+t*sin(i*i)+i*i))*(1.+sin(a-i+vec4(0,.2,.5,0))));o=tanh(o);
๐ท Finally found the time to further customize the tiles.๐ท
Tiny Kingdoms is a peaceful building game where you draw packs of cards to place new tiles and grow your kingdom.
#gamedev #unity #indiedev
Image saying "just make it first" with an early prototype screenshot of Demon Tides followed by a "you can make it good later" and almost recent screenshot.
Some of you will now argue it was always good, I just know it.
26.07.2025 04:52 โ ๐ 1133 ๐ 196 ๐ฌ 23 ๐ 5If you're new here, you might be wondering what it is that I am posting, the strange formulas (where do they come from?) and videos.
Here's a brief explanation of what I am doing:
As a fan and a newb, are these compatible with game engines in some way? What would be your high level approach to replicate similar shaders in one? I noticed in unity there's a specific language for shaders but I have a feeling it's a different one?
23.07.2025 18:26 โ ๐ 3 ๐ 0 ๐ฌ 2 ๐ 0A tempest. I should add a teapot.
21.07.2025 20:01 โ ๐ 27 ๐ 8 ๐ฌ 3 ๐ 0Holy shit how
21.07.2025 23:22 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0Damn, that's interesting. Way lower user count but still comparable?
Anyways, glad you're here.
"Network"
vec3 p,v;for(float i,z,d;i++<5e1;o.rgb+=(v+1.5)/d/z)p=z*normalize(FC.rgb*2.-r.xyy)-9.,p.z-=t/.1,z+=d=.3*length(min(v=cos(p+sin(p*4.-t/.3)),v.yzx)+1.)+max(d=3.-dot(cos(p+=sin(p)*.1-.9*p),sin(p).yzx)/.4,-d*.3);o=tanh(.1*o);
"Dust"
vec3 p;for(float i,z,d;i++<2e1;o+=(cos(p.y/(.1+.05*z)+vec4(6,5,4,0))+1.)*d/z/7.)p=z*normalize(FC.rgb*2.-r.xyy),p.x-=t,p.xy*=.4,z+=d=(dot(cos(p/.6),sin(p+sin(p*7.)/4.).zyx)*.4+p.y/.7+.7);o=tanh(o*o);
Damn that's a sexy ass rig
11.07.2025 05:43 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0This is kind of random, but taking a glance at your work, I think this piece might interest you.
06.07.2025 05:31 โ ๐ 2 ๐ 1 ๐ฌ 0 ๐ 0