playstation legends ! ๐โจ
#psx #lowpoly
@minmaximalist.bsky.social
2 peeps in a trenchcoat posing as a game studio. We make brainded indie mobile games for the brain fried generation.
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 1139 ๐ 199 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 3 ๐ 2 ๐ฌ 1 ๐ 0Looks fucking GORGEOUS!
I'm also looking into making a game in space, and this is an awesome reference, thank you!
"Hollow"
for(float i,z,d,n;i++<1e2;o+=(cos(t+vec4(0,2,4,0))+9.-n*8.)/d/d){vec3 p=z*normalize(FC.rgb*2.-r.xyy);p.z+=7.;n=fract(.3*t+pow(fract(d*1e2),.1));p.y+=n*(n+n-3.)/.1+9.;d=length(p);z+=d=.3*length(vec3(d*.3-n*n*n,cos(n+atan(vec2(p.z,d),p.xy)*mat2(4,-3,3,4))*.3));}o=tanh(o/1e4);
Thank you so much for the transparency!! Really nice elegantly simple solution. The whole game looks nice by the way
03.07.2025 06:05 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0solo dev programmer art
#gamedev
I'm trying to do something similar (but a bit more sideways profile than this) -> Any hints on how to achieve this vortex effect? ๐
02.07.2025 07:16 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0"Revive"
vec3 p,P;for(float z,d,i;i++<1e2;z+=d,o+=(1.2-sin(t+z/vec4(8,7,6,0)))/d){p=z*normalize(FC.rgb*2.-r.xyx),P=vec3(atan(p.y-=7.,p.x)*3.,p.z*.3,length(p.xy)-11.);for(d=1.;d<9.;d++)P+=sin(P.yzx*d+.1*z-t)/d;d=length(vec4(P.z*5.,cos(P)-1.))/2e1;}o=tanh(o/1e3);
"Jupiter"
vec2 p=(FC.rg*2.-r)/r.y,c,s;vec3 z=vec3(p,sqrt(1.-dot(p,p)));c=vec2(atan(z.x,z.z),z.y/=-.6),s=vec2(.2/dot(z-.6,z-.5)+sin(c.y*7.),.5*t);for(float f=8.;f<1e2;f/=.7)c+=sin(c.yx*f+s)/f;o+=z.z*.5*(cos(.3*s.x+vec4(.4,.6,.7,0)-sin(c.y/vec4(.34,.32,.3,1)))+1.);
"Fiber Optic"
vec3 p;for(float z,d,i;i++<7e1;z+=d,o+=.1*(cos(z+sin(p.z)+vec4(6,1,2,0))+1.2)/d/z)p=z*normalize(FC.rgb*2.-r.xyy),p.z-=t/.1,d=.01+.5*length(vec2(cos(atan(p.y,p.x)*5.+.2*p.z)+.5,length(p.xy+sin(p.z*.2+vec2(0,1)))-5.));o=tanh(o);
"Fluorescent"
for(float i,d,z,s;i++<6e1;){vec3 p=z*normalize(FC.rgb*2.-r.xyx);p.yz*=.1*mat2(8,-6,6,8);p.z+=8.;s=length(p),z+=d=.1+.1*abs(s-1.2);o+=(cos(tanh(s-6.)*6.-vec4(2,3,4,0))+1.)*pow(dot(cos(p/++s/.1-t),sin(p/s/.04+t).yzx),4.)/z;}o=tanh(o/2e1);
"Hyperspace 2"
for(float i,z,d,s;i++<1e1;){vec3 l=vec3(FC.rg*2.-r,0),p=z*normalize(l);for(d=6.;d<2e2;d+=d)p+=sin(p.yzx*d-t)/d;z+=d=.005+abs(s=.3-abs(p.y))/4.;o+=tanh(length(l)*2./r.y)*(cos(s/.1+p.x/.2+t-vec4(6,1,2,3)-3.)+1.5)/d;}o=tanh(o*o/1e6);
Playing with some distortion...
10.06.2025 17:21 โ ๐ 89 ๐ 3 ๐ฌ 3 ๐ 0"Extinguish"
for(float i,z,d;i++<5e1;o+=.001/d){vec3 p=z*normalize(FC.rgb*2.-r.xyy);p.z+=8.;for(d=1.;d<9.;d/=.8)p+=cos(p.yzx*d-vec3(t+t,t,0))/d;z+=d=.01+.1*length(p.xz);}o=tanh(o);
Tiny Kingdoms is a peaceful building game where you draw cards to place new tiles and grow your kingdom.
Today, I did a major overhaul of the scoring system to be more flexible
Hi, I'm Matt, a solo-dev working on this tiny building game ๐ท
#gamedev #indiedev #games #chill #madewithunity
"Vortex"
for(float i,z=fract(dot(FC,sin(FC))),d;i++<1e2;o+=(sin(z-t+vec4(6,2,4,0))+1.5)/d){vec3 p=z*normalize(FC.rgb*2.-r.xyy);p.z+=6.;for(d=1.;d<9.;d/=.8)p+=cos(p.yzx*d-t)/d;z+=d=.002+abs(length(p)-.5)/4e1;}o=tanh(o/7e3);