Jounayd Id Salah's Avatar

Jounayd Id Salah

@smogpill.bsky.social

125 Followers  |  979 Following  |  5 Posts  |  Joined: 25.11.2024  |  2.0058

Latest posts by smogpill.bsky.social on Bluesky

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Pixar designed Toy Story to be printed on physical film. The Disney renaissance movies were the same.

Today, it's hard to see them as they were meant to be seen. The versions on streaming and home media aren't quite the same films that ruled the '90s:
animationobsessive.substack.com/p/the-toy-st...

11.11.2025 03:07 โ€” ๐Ÿ‘ 591    ๐Ÿ” 196    ๐Ÿ’ฌ 23    ๐Ÿ“Œ 21
TomF's Tech Blog - It's only pretending to be a wiki.

Strict upgrade. Always do it.
tomforsyth1000.github.io/blog.wiki.ht...

25.10.2025 01:45 โ€” ๐Ÿ‘ 41    ๐Ÿ” 2    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
Heather, the protagonist of a Playstation 2 title called Silent Hill 3, she is in a restaurant. She has a look at something in her hands while being reflected in the setting sun. Also her body is overlaid with blind shadows.

Heather, the protagonist of a Playstation 2 title called Silent Hill 3, she is in a restaurant. She has a look at something in her hands while being reflected in the setting sun. Also her body is overlaid with blind shadows.

A shot from the opening of a PlayStation2 title, Silent Hill 3. The effect of the blinds shadow overlays was by the lead programmer Norihito Hatakeda and Fukushima. If they hadn't been in the team, the Heather's narrative would have been a mediocre one.

18.10.2025 19:19 โ€” ๐Ÿ‘ 1586    ๐Ÿ” 531    ๐Ÿ’ฌ 29    ๐Ÿ“Œ 8
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'Eve Frontier' Jumps Ship from Ethereum to Suiโ€”Hereโ€™s Why - Decrypt The Eve Online spinoff is moving to Sui due to a โ€œdeep philosophicalโ€ alignment on the future of the game.

decrypt.co/343962/eve-f...

12.10.2025 23:40 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Eldritch's code has been open sourced since 2014, and this alpha version (which is basically the entire game as it originally shipped) has been on the Internet Archive since 2020, and still Eldritch is our best selling game every month. Sharing code and builds and stuff doesn't hurt sales.

19.09.2025 23:40 โ€” ๐Ÿ‘ 141    ๐Ÿ” 44    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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At Nintendo, โ€œevery developer is a director.โ€ If you make excuses, you get removed from the team, veteran says - AUTOMATON WEST Former Nintendo veteran Motoi Okamoto talks about the company's "everyone's a director" approach to game development.

automaton-media.com/en/news/at-n...

13.09.2025 13:13 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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came to learn about the beautiful golden spiral stackoverflow.com/questions/96... since I needed a way to sample a sphere's surface uniformly

Did a bit code search and found Chaos had this built-in ๐Ÿ˜™๐Ÿ‘Œ

06.09.2025 04:35 โ€” ๐Ÿ‘ 5    ๐Ÿ” 1    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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I've added some of the most requested accessibility options for the upcoming demo

Such as the possibility to decrease or INCREASE the camera shake

11.09.2025 16:08 โ€” ๐Ÿ‘ 178    ๐Ÿ” 32    ๐Ÿ’ฌ 5    ๐Ÿ“Œ 1
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"You Only Render Once" is a shader technique to increase the frame rate of VR by synthesizing the second eye's view instead of rendering it.

Details here: www.uploadvr.com/you-only-ren...

06.08.2025 09:40 โ€” ๐Ÿ‘ 37    ๐Ÿ” 11    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 2
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Stunning interactive waterfall shader's breakdown in 30sec by Josuรฉ Ortigoza Ramos, crafted with Unity and Shader Graph. #GameDev #ShaderGraph #Unity3D"

02.08.2025 20:10 โ€” ๐Ÿ‘ 507    ๐Ÿ” 43    ๐Ÿ’ฌ 4    ๐Ÿ“Œ 2

#believe

02.08.2025 14:06 โ€” ๐Ÿ‘ 22    ๐Ÿ” 3    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0
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Making slow progress on this skiing game.

#ScreenshotSaturday

26.07.2025 09:15 โ€” ๐Ÿ‘ 96    ๐Ÿ” 14    ๐Ÿ’ฌ 10    ๐Ÿ“Œ 1

One reason I left Lionhead was that the industry wasn't interested in multiplying the productivity of artists/designers.

No investment in new tech ideas that might fail. No focus on empowering talent in untested ways.

Just outsource/contract more, buy average tech that perpetuates methods of old.

25.07.2025 20:43 โ€” ๐Ÿ‘ 22    ๐Ÿ” 3    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0
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Somehow managed to turn on a collision debug mode on Bananza on my retail Switch 2 and... all the colliders are banana shaped. I can't imagine that being the optimal collision shape, but it works for them I guess.

21.07.2025 04:42 โ€” ๐Ÿ‘ 486    ๐Ÿ” 89    ๐Ÿ’ฌ 28    ๐Ÿ“Œ 9
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Spent some time today looking into procedural cyclic dungeon generation, making some decent progress and I'd like to share my progress/thoughts! #gamedev #indiedev

20.07.2025 08:59 โ€” ๐Ÿ‘ 42    ๐Ÿ” 7    ๐Ÿ’ฌ 3    ๐Ÿ“Œ 0
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Late in development we discovered that in Aliens: Fireteam the players sidearm would be spawned at 0,0,0. Our levels had nothing at 0,0,0 visible by a stroke of luck. We added a pivotal room to the game at the start of a level. And guess where 0,0,0 was and by extension a floating sidearm?
1/x

13.07.2025 03:33 โ€” ๐Ÿ‘ 145    ๐Ÿ” 26    ๐Ÿ’ฌ 3    ๐Ÿ“Œ 5

seeing people hit by the layoffs today who have worked in the industry for DECADES. one guy had worked on fucking STAR WARS GAMES FOR THE SNES, another had been at blizzard since starcraft.

that kind of continual experience in the industry is like gold dust, and MS are just throwing it in the bin

03.07.2025 04:57 โ€” ๐Ÿ‘ 3984    ๐Ÿ” 1002    ๐Ÿ’ฌ 22    ๐Ÿ“Œ 0
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PP counter overflowing to NaNs during play ยท Issue #33948 ยท ppy/osu Type Game behaviour Bug description Since a few days ago, PP counter in osu! lazer is almost guaranteed to overflow, out of nowhere. What makes this more weird is that I don't recall receiving any ...

looks like the latest build of windows 11 shipped with a broken version of pow() that says (-1)ยฒ = -1:

github.com/ppy/osu/issu...

02.07.2025 10:23 โ€” ๐Ÿ‘ 299    ๐Ÿ” 83    ๐Ÿ’ฌ 16    ๐Ÿ“Œ 29
D.O.R.F. - 3D Sprites
YouTube video by D.O.R.F. RTS - Indie Real-Time Strategy Game D.O.R.F. - 3D Sprites

Smooth 3D sprites
www.youtube.com/watch?v=IaOj...

29.06.2025 10:35 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Gaspar Noรฉ?!

28.06.2025 12:06 โ€” ๐Ÿ‘ 1    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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โ€œSquare collapsed after he left.โ€ Final Fantasy composer on how Hironobu Sakaguchiโ€™s innate leadership skills held the company together - AUTOMATON WEST Final Fantasy composer opens up about how FF original creator Sakaguchi's department from Square affected him and the development team.

Pas surpris par les mots durs de Nobuo Uematsu sur l'รฉtat de Square aprรจs le dรฉpart de Hironobu Sakaguchi, en 2001. Quand on l'interviewait pour sa biographie, il nous disait que รงa avait entraรฎnรฉ des luttes de pouvoir autour de la marque Final Fantasy et que รงa l'avait beaucoup dรฉgoรปtรฉ.

25.06.2025 16:45 โ€” ๐Ÿ‘ 29    ๐Ÿ” 7    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0
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This technical analysis of how Celeste lightning works in a 2D environment from @noelfb.bsky.social is really interesting. This gif shows the initial mesh based approach. noelberry.ca/posts/celest... #gamedev

20.06.2025 13:18 โ€” ๐Ÿ‘ 68    ๐Ÿ” 6    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
https://graphics.cs.utah.edu/research/projects/avbd/

New physics simulation technique just dropped

graphics.cs.utah.edu/research/pro...

18.06.2025 21:49 โ€” ๐Ÿ‘ 20    ๐Ÿ” 2    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0
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3D Gradient Texturing Stylized Spaceship In Blender Vicente Moscardรณ Ribes offered a behind-the-scenes look at the process, along with a technique breakdown.

Nice samples of gradient texturing
80.lv/articles/wat...

15.06.2025 21:34 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Moving to GPU optimised simulation for tape and stuff! And its working! Yes tape is going to be everywhere now ๐Ÿ“ฆ๐Ÿ“ฆ๐Ÿ“ฆ
#unity #gamedev #indiegame #cozygames

09.06.2025 03:42 โ€” ๐Ÿ‘ 51    ๐Ÿ” 8    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0
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custom particle physics in geonodes, and the node tree.

this is based on an algorithm for fungal growth, the boids/tadpole motion is something I noticed while playing around with parameters and ran with.

(reupload, because this version is easier to see)

#blender #blender3d #3dart

21.04.2025 00:47 โ€” ๐Ÿ‘ 37    ๐Ÿ” 2    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Guide to that elusive โ€œPS1-pixelated-lowpolyโ€(but not really) With the videogame playing population growing up we've finally broke from pixel-art nostalgia into the broadly called "low-poly" nostalgia. On closer look this broad categorization gets further...

spellfist-3d.tumblr.com/post/6159029...

22.03.2025 11:21 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
If the ball is hit like this between two mushrooms
on Hole 16 of Peach's Castle Grounds... 
...the ball will be shot astronomically high
into the air so that only the sun is visible.
After 2 and a half hours, the ball will finally land at 21,474,835.3 yards.
The distance is represented internally as hundreths of a yard, stored as a signed 32-bit integer. The largest
value it can assume is 21,474,836.47 yards, making this extremely close to the maximum displayable value.
Source: YouTube user @Ragman205, youtube.com/watch?v=Le7R1XtPiUg

If the ball is hit like this between two mushrooms on Hole 16 of Peach's Castle Grounds... ...the ball will be shot astronomically high into the air so that only the sun is visible. After 2 and a half hours, the ball will finally land at 21,474,835.3 yards. The distance is represented internally as hundreths of a yard, stored as a signed 32-bit integer. The largest value it can assume is 21,474,836.47 yards, making this extremely close to the maximum displayable value. Source: YouTube user @Ragman205, youtube.com/watch?v=Le7R1XtPiUg

By angling a shot precisely between two mushrooms in Mario Golf: Toadstool Tour, the ball will be shot directly into the sun at incredible speed. After 2 and a half hours, it will land at a distance of 21 million yards away.

02.03.2025 17:24 โ€” ๐Ÿ‘ 2530    ๐Ÿ” 671    ๐Ÿ’ฌ 40    ๐Ÿ“Œ 7
It is well-known that defeating the Bowsers in Worlds 1 through 7 in Super Mario Bros.
(and The Lost Levels) reveals that they are actually enemies wearing Bowser disguises.
Each of them turns is revealed to be a different enemy, e.g. a Goomba or a Spiny.
However, Super Mario Bros. Deluxe suggests the fire breath is fake as well.
The Bowser in World 1-4
of The Lost Levels (included
in this game) is revealed to
be a Goomba when
defeated with fireballs.
In the original Famicom game, the fire breath can
not be defeated. However, in this version, Koopa
shells can take it out, revealing that it turns into
a red Cheep Cheep in the exact same way the
Fake Bowsers turn into their true selves.
It is unknown if this is intentional or a glitch, as no official statement on this was given by Nintendo.
However, since new Fake Bowser identities were added to this game on purpose (Green Cheep Cheep and
Bullet Bill, seen in the You vs. Boo stages), it is at least possible that this is in fact a deliberate Easter egg.
Source: Supper Mario Broth, screenshots taken in a GBC emulator, game: SMBDX (NA, GBC)

It is well-known that defeating the Bowsers in Worlds 1 through 7 in Super Mario Bros. (and The Lost Levels) reveals that they are actually enemies wearing Bowser disguises. Each of them turns is revealed to be a different enemy, e.g. a Goomba or a Spiny. However, Super Mario Bros. Deluxe suggests the fire breath is fake as well. The Bowser in World 1-4 of The Lost Levels (included in this game) is revealed to be a Goomba when defeated with fireballs. In the original Famicom game, the fire breath can not be defeated. However, in this version, Koopa shells can take it out, revealing that it turns into a red Cheep Cheep in the exact same way the Fake Bowsers turn into their true selves. It is unknown if this is intentional or a glitch, as no official statement on this was given by Nintendo. However, since new Fake Bowser identities were added to this game on purpose (Green Cheep Cheep and Bullet Bill, seen in the You vs. Boo stages), it is at least possible that this is in fact a deliberate Easter egg. Source: Supper Mario Broth, screenshots taken in a GBC emulator, game: SMBDX (NA, GBC)

It is well-known that most Bowsers in Super Mario Bros. are fake, being enemies like Goombas wearing Bowser disguises. However, Super Mario Bros. Deluxe suggests that the Fake Bowser's fireballs are also fake, secretly being Cheep Cheeps.

25.02.2025 16:38 โ€” ๐Ÿ‘ 1781    ๐Ÿ” 339    ๐Ÿ’ฌ 16    ๐Ÿ“Œ 5
Actual Mario
-used for the real Mario
controlled by the player
-occasionally blinks
-sometimes unclenches
his fists
Clenching Mario
-used for reflections in
water surfaces and vertical
solid reflective surfaces
-never blinks
-always clenches his fists
-has no shading
Eyeless Mario
-used for reflections in
horizontal solid reflective
surfaces and very briefly
when entering 1st-person
-has no irises/pupils
-always clenches his fists
-also has no shading
Source: Supper Mario Broth, screenshots taken in a Wii emulator, game: SMG (NA, Wii)

Actual Mario -used for the real Mario controlled by the player -occasionally blinks -sometimes unclenches his fists Clenching Mario -used for reflections in water surfaces and vertical solid reflective surfaces -never blinks -always clenches his fists -has no shading Eyeless Mario -used for reflections in horizontal solid reflective surfaces and very briefly when entering 1st-person -has no irises/pupils -always clenches his fists -also has no shading Source: Supper Mario Broth, screenshots taken in a Wii emulator, game: SMG (NA, Wii)

Super Mario Galaxy uses different models of Mario for reflections in different surfaces. Some use a Mario that never blinks and always clenches his fists, while others use a Mario that outright has no eyes. Below is a comparison.

03.02.2025 20:34 โ€” ๐Ÿ‘ 1622    ๐Ÿ” 245    ๐Ÿ’ฌ 25    ๐Ÿ“Œ 8

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