Posts from 2025-03-27 with #tech

On this day: 1142 posts, 75 reposts, 1494 total likes.

@sarukage.bsky.social avatar
@sarukage.bsky.social (The_SaruKage)

Yo, gremlins: I'M LIVE! Come by for some more AC Shadows ninja shenanigans!
#advice #tech #gamedev
frostytools.com/stream/The_s...

Posted at: 2025-03-27 04:09:43 UTC
@portalsfromearth.bsky.social avatar
@portalsfromearth.bsky.social (Portals From Earth)

#MARKcheckyouremail

DAY#5 of politely asking @mcuban.bsky.social to be the first to take a look at portalsfrom.earth

#ArtificialIntelligence #AI #livestream #indiegame #indiegamedev #gaming #videogames #gamer #gamedesign #gamedev #Innovation #InteractiveStorytelling #TechInnovation #EmergingTech

Posted at: 2025-03-27 14:00:09 UTC

Nintendo has announced 'Virtual Game Cards'.

🔹 Allows you to lend your Digital Games to your friends (other Switches) for up to 14 days!

🤔 Is this a GOATED feature?

#NintendoSwitch #Gamedev #Game #News #Tech

Posted at: 2025-03-27 14:38:23 UTC

✨Shader Magic✨

This shader creates a distorted triplanar weight mask with sine waves—perfect for when dithering fails or blending is too expensive, like with POM and Nanite displacement.

+23 instructions 🎨

Follow for more tips! 💚👀

#TechArt #GameDev #UnrealEngine #Shaders #3DArt #IndieDev

Posted at: 2025-03-27 15:00:06 UTC
float adjustedNoiseStrength = NoiseStrength / NoiseScale;
float3 scaledUVW = UVW * NoiseScale;
float3 noiseAccumulation = float3(0, 0, 0);

for (int i = 0; i < NoiseIterations; ++i) {
    float loopNoiseScale = NoiseScale * pow(4, i);
    
    float noiseValue = scaledUVW.x * scaledUVW.y * scaledUVW.z * loopNoiseScale;
    noiseAccumulation += float3(sin(noiseValue), cos(noiseValue), 0) / loopNoiseScale;
}

noiseAccumulation /= NoiseIterations;
float3 transformedNormal = pow(abs((Normal) + noiseAccumulation * adjustedNoiseStrength), 100);
float3 normalizedNormal = transformedNormal / dot(transformedNormal, float3(1, 1, 1));
return step(float3(0.5, 0.5, 0.5), normalizedNormal);
Alt: float adjustedNoiseStrength = NoiseStrength / NoiseScale; float3 scaledUVW = UVW * NoiseScale; float3 noiseAccumulation = float3(0, 0, 0); for (int i = 0; i < NoiseIterations; ++i) { float loopNoiseScale = NoiseScale * pow(4, i); float noiseValue = scaledUVW.x * scaledUVW.y * scaledUVW.z * loopNoiseScale; noiseAccumulation += float3(sin(noiseValue), cos(noiseValue), 0) / loopNoiseScale; } noiseAccumulation /= NoiseIterations; float3 transformedNormal = pow(abs((Normal) + noiseAccumulation * adjustedNoiseStrength), 100); float3 normalizedNormal = transformedNormal / dot(transformedNormal, float3(1, 1, 1)); return step(float3(0.5, 0.5, 0.5), normalizedNormal);

A look behind the scenes of the mirrors in Sims 4, how efficient they cull objects and that they reflect invisible walls: simonschreibt.de/gat/sims-4-m...

#gamedev #techart #sims4

Posted at: 2025-03-27 22:28:04 UTC
screenshot from sims 4. in front of an orange wall, we can see a long mirror with wooden frame. in the mirror a women is reflected and she looks toward the camera.
Alt: screenshot from sims 4. in front of an orange wall, we can see a long mirror with wooden frame. in the mirror a women is reflected and she looks toward the camera.

3D Modeling Triggers IT Leftists—Live modeling pulled a crowd, mostly leftist IT nuts I can’t deal with. ONECARESDEN’s unfiltered—more at linktr.ee/OnecaresDen. #3Dmodeling #darkhumor #antiestablishment #tech #gaming #gamedev #memes #fyp

Posted at: 2025-03-27 23:34:57 UTC