OpossumDæmon 🇨🇱 #FreePalestine 🇵🇸's Avatar

OpossumDæmon 🇨🇱 #FreePalestine 🇵🇸

@opossumdaemon.bsky.social

30+ physics engineer, vintage tech enthusiast and furry from Chile who also draws and code stuff for fun. Bsky Art account: opossumdude.bsky.social Other places: opossumdaemon.carrd.co EN/ES Multifandom

463 Followers  |  194 Following  |  1,619 Posts  |  Joined: 02.10.2023  |  2.2046

Latest posts by opossumdaemon.bsky.social on Bluesky

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#soniccd #sonicthehedgehog #metalsonic

11.10.2025 23:06 — 👍 197    🔁 85    💬 5    📌 0
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Campo de Tulipanes - Ruta 215 entre #Osorno y #Puyehue

#Chile

14.10.2025 21:27 — 👍 249    🔁 28    💬 3    📌 0
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Small collection of old art cards featuring my fox girl.

14.10.2025 14:26 — 👍 112    🔁 34    💬 4    📌 0
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Fluffy Sheep Goddess, Aries-chan

30.09.2025 11:30 — 👍 48    🔁 17    💬 0    📌 0

I won't be playing any Steam Next Fest games that have used AI.

You can check the AI section on the steam store page of each game.

Our industry is suffering because workers are being replaced with AI "trained" on stolen work.

Don't support the erosion of our artform.

14.10.2025 20:14 — 👍 157    🔁 51    💬 6    📌 1
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Sasha bun keeping cosy with his favorite plush🧸

14.10.2025 20:24 — 👍 198    🔁 60    💬 5    📌 0
In late 2022 I was hired by GalaxyTrail under contract to work on various projects, with work centered around prototyping core game systems, integration of assets, and implementation of certain graphical effects. The first project out of this to release is Chrono Gear: Warden of Time, a hololive game published under the holo Indie label, released in September 2025. Shown here is one of my contributions, the "Stasis" ability which was adapted from a variable-timescale prototype I designed for another project. The technical design of this ability was used throughout the game for similar time-control effects.

In late 2022 I was hired by GalaxyTrail under contract to work on various projects, with work centered around prototyping core game systems, integration of assets, and implementation of certain graphical effects. The first project out of this to release is Chrono Gear: Warden of Time, a hololive game published under the holo Indie label, released in September 2025. Shown here is one of my contributions, the "Stasis" ability which was adapted from a variable-timescale prototype I designed for another project. The technical design of this ability was used throughout the game for similar time-control effects.

In late 2023 I started working with STUDIO//LYNFLO offering general development assistance with their upcoming game DRAGONFRUIT: a mother's love, powered by Godot Engine. Here is just one example of what I've worked on: a dynamic shadow system that switches between realtime shadow casting and a static "directionless" shadow sprite based on distance and intensity of surrounding lights.

In late 2023 I started working with STUDIO//LYNFLO offering general development assistance with their upcoming game DRAGONFRUIT: a mother's love, powered by Godot Engine. Here is just one example of what I've worked on: a dynamic shadow system that switches between realtime shadow casting and a static "directionless" shadow sprite based on distance and intensity of surrounding lights.

This is a work-in-progress full port of Sonic the Hedgehog (revision 1) for the Mega Drive to C, designed and built over the course of roughly 19 months as of April 2025.

The intent of this project is to provide a base from which the game and its mechanics can be experienced and ported to a variety of platforms, without any compromise to how the gameplay handed in the original. The version of Sonic 1 currently promoted by Sega is not a port but a remake of the original, made with a completely different game engine (in fact, it's the same Retro Engine that I've hacked on in my other hobby projects, go figure). Unlike that version, this project is built off of the original Mega Drive game's machine code, with as few changes made as possible.

All game code has been successfully converted (barring some inaccuracies my testing might not have picked up), so now all current work is centered on cleaning up the generated code, further decoupling the drawing code from the VDP, and adding additional features. In this screenshot, I demonstrate the additional features such as widescreen support and custom shaders (blurring the background to make the foreground more readable).

This is a work-in-progress full port of Sonic the Hedgehog (revision 1) for the Mega Drive to C, designed and built over the course of roughly 19 months as of April 2025. The intent of this project is to provide a base from which the game and its mechanics can be experienced and ported to a variety of platforms, without any compromise to how the gameplay handed in the original. The version of Sonic 1 currently promoted by Sega is not a port but a remake of the original, made with a completely different game engine (in fact, it's the same Retro Engine that I've hacked on in my other hobby projects, go figure). Unlike that version, this project is built off of the original Mega Drive game's machine code, with as few changes made as possible. All game code has been successfully converted (barring some inaccuracies my testing might not have picked up), so now all current work is centered on cleaning up the generated code, further decoupling the drawing code from the VDP, and adding additional features. In this screenshot, I demonstrate the additional features such as widescreen support and custom shaders (blurring the background to make the foreground more readable).

Screenshot of work on Sonic the Hedgehog 2 HD, a fan remake of the original game, showing a full 3D rendition of the special stage. What was once a 2D background with perspective tricks is now a full 3D scene, with objects positioned in three axes instead of two. When I first joined the team, there was already some work done on a procedural 3D renderer that generated polygons on the fly based on the original game's data, but it was very simple and offered a very limited view of the stage.

One of the main goals I wanted to achieve with the new renderer was for the player to be able to see the twists and turns of the rest of the track in the distance as they went through the stage; The main draw of the stages in the original was their 3D look and being able to look ahead of you, so it felt like a natural step forward. At the time though, the renderer was only designed to generate the track relative to where you were in it.

I ended up doing an almost complete rewrite of the renderer; I wrote my own spatial hash implementation and camera class in order to cull geometry, and rewrote our geometry generator to calculate all vertices only once at load time. Along with some extra shaders I integrated into the renderer, it provided an incomplete, but still more engaging visual demonstration of what the game could do to give a classic scene a modern coat of paint.

Screenshot of work on Sonic the Hedgehog 2 HD, a fan remake of the original game, showing a full 3D rendition of the special stage. What was once a 2D background with perspective tricks is now a full 3D scene, with objects positioned in three axes instead of two. When I first joined the team, there was already some work done on a procedural 3D renderer that generated polygons on the fly based on the original game's data, but it was very simple and offered a very limited view of the stage. One of the main goals I wanted to achieve with the new renderer was for the player to be able to see the twists and turns of the rest of the track in the distance as they went through the stage; The main draw of the stages in the original was their 3D look and being able to look ahead of you, so it felt like a natural step forward. At the time though, the renderer was only designed to generate the track relative to where you were in it. I ended up doing an almost complete rewrite of the renderer; I wrote my own spatial hash implementation and camera class in order to cull geometry, and rewrote our geometry generator to calculate all vertices only once at load time. Along with some extra shaders I integrated into the renderer, it provided an incomplete, but still more engaging visual demonstration of what the game could do to give a classic scene a modern coat of paint.

hey #portfolioday and #gamedev!
i'm a programmer with >7 years of commercial+hobby gamedev experience, across many disciplines. recently a commercial game i worked on shipped! but now i'm looking for other work to cover my bases. check out my site for other projects+contact info foreverwip.github.io

14.10.2025 21:16 — 👍 40    🔁 18    💬 1    📌 0
Illustration of a bunch of moon jellies. They little blue fellas with little moons ontop of their head. Colors used are mainly shades of blue. 🪼🪼🪼

Illustration of a bunch of moon jellies. They little blue fellas with little moons ontop of their head. Colors used are mainly shades of blue. 🪼🪼🪼

Moon jellies 🪼
#art #moonjelly

13.09.2025 03:43 — 👍 3756    🔁 1254    💬 15    📌 10
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オーリー🐆🏂

18.10.2024 11:56 — 👍 279    🔁 62    💬 1    📌 0
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🐶

12.04.2025 09:52 — 👍 279    🔁 58    💬 2    📌 0

here is a lazy render so i dont forget

28.09.2025 21:11 — 👍 34    🔁 7    💬 0    📌 0
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doodling in the corner💗

14.10.2025 16:07 — 👍 567    🔁 139    💬 6    📌 0
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a possum fella

a possum fella

Its my birthday so I drew my opossum sona as a gift to myself :]
#art

07.10.2025 14:07 — 👍 90    🔁 17    💬 11    📌 0
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PSG Miku

11.10.2025 17:15 — 👍 4463    🔁 1391    💬 17    📌 4
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Trick or treat!!! Give him your sweets!

13.10.2025 18:59 — 👍 110    🔁 35    💬 6    📌 0

Váyanse a twitter a sembrar cizaña contra la familia, pasquin vendido y mercenario.

13.10.2025 20:22 — 👍 1    🔁 0    💬 0    📌 0

Los fachos están expectantes que con el "acuerdo de paz" de Gaza ya se acabe la "moda" (como ellos quieren que sea visto) de hacer activismo contra esta campaña de exterminio. Que ahora derrepente todos son felices.

No le demos el gusto a ellos ni al sionazismo. Que esto recien comience.

13.10.2025 19:51 — 👍 1    🔁 2    💬 0    📌 0

Hay que entender una cosa con lo del alto el fuego de Isra3l y es que la situación es la misma que cuando en el cole se os decía al bully del patio y a ti que os dieseis la mano después de un conflicto. La dinámica de opresión va a continuar mientras que quien puede ponerle fin mirará para otro lado

11.10.2025 07:47 — 👍 59    🔁 26    💬 2    📌 0

LPR Le creo la nada misma a esta aberración de "justicia" que tenemos (y lo digo con conocimiento de causa) y a los grandes medios mal llamados imparciales que prácticamente están actuando como verdaderos mercenarios del empresariado sembrando sospechas contra los familiares.

13.10.2025 19:12 — 👍 0    🔁 0    💬 0    📌 0
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Chile. Familia de Julia Chuñil denuncia montaje mediático para distraer a la población del principal sospechoso del caso Si nos llega a pasar algo como familia o algún integrante de la familia, denunciamos que detrás de esto está el mismo responsable de la desaparición de Julia Chuñil.

Chile. Familia de Julia Chuñil denuncia montaje mediático para distraer a la población del principal sospechoso del caso liberacion.cl/2025/10/13/c...

13.10.2025 18:08 — 👍 13    🔁 12    💬 0    📌 0

So fabulous, I love her

13.10.2025 18:58 — 👍 1    🔁 0    💬 0    📌 0
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Clover, again (wanted to draw more of my transwomen)

#furry #furryart

13.10.2025 18:53 — 👍 398    🔁 112    💬 7    📌 0
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In my spare time, I am working on a mapmaking tool #dnd

13.10.2025 13:37 — 👍 1694    🔁 408    💬 28    📌 6
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icon commission for inedicabilis 🤍
#furry #furryart

12.10.2025 23:19 — 👍 239    🔁 49    💬 4    📌 0
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#鏡音リン #鏡音レン NT 🍊🍌

31.08.2025 04:50 — 👍 384    🔁 110    💬 0    📌 0
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🏫

14.11.2024 15:40 — 👍 94    🔁 21    💬 0    📌 0

Una basura (pederasta además) que seguía a andrew tate, laje y otros charlatanes fascistas populares de twitter... para mí eso tiene sentido.

13.10.2025 10:30 — 👍 3    🔁 1    💬 0    📌 0
Post image 05.10.2025 20:14 — 👍 202    🔁 28    💬 0    📌 0
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persuasion needle

12.10.2025 15:58 — 👍 545    🔁 230    💬 4    📌 0

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