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80 Posts

Games & other software developer from Wales, formerly at Creative Assembly amongst other places.
I develop a game/app engine called #Anthracite and a 3D modelling program called #Clayworks

#programming
#gameengine
#gamedev
#art
#c++
#python

Websitehttp://www.totga-games.com
Artstationhttps://www.artstation.com/lutherlewis
Pilkapel on Itch.iohttps://totga.itch.io/pilkapel
I can understand using a local helper LLM if you can manage to make it useful but subscription services to companies whose stated aims are to make your entire industry redundant who will 100% train on your codebase seems like economic suicide.
Did a few of these for #shiptember. Didn't quite manage 30 because that's quite intense :D
Safeword, a word guessing game from Totga Games..

YouTube
Haven't done any arting for a while but found the time to do this on the weekend - pencil sketch digitally coloured in Krita.

and after that, I decided to fix some UI bugs and half-baked features that had been bothering me, as well as further half-baking a UI overhaul (going to do a dark mode, keep getting distracted)

Anyway, I've made a generic thumbnail renderer that will choose a thumbnail rendering scene/camera template based on best match with an object's components - all configurable via XML files like everything else.

It's been a busy few months in my day job where we're busy making a character creation and crowd rendering tool, so not much time to work on my own stuff.

That said, I've been working on two things: First is a voxeliser which I plan to do a lot with - global illumination, CSG, SDF things, all sorts of good stuff.

Gouraud in action :)
Who else cringes when this dialog box pops up?
No MRU, no text representation and this common dialog is _old_. Not sure how old, Win95 maybe? Microsoft eventually updated the environment variable dialog, maybe they can make this thing more usable too, without breaking other things?
Digging through more Clayworks/Anthracite things - here's a feature I added a while back - A* path finding.
It works seamlessly with mesh editing, which is kind of fun.
And when I finally managed to get FBX animations to import correctly in to Anthracite, I made a little celebratory scene :D