Duarte David
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duartedavid.bsky.social
Duarte David
@duartedavid.bsky.social
Raytracers are my "hello world"s

drcd1.github.io

he/him
Yeah, I found it rather... inflexible

Plus with blender you can directly put 3D scenes in the sequencer :D
January 23, 2026 at 10:40 PM
I mean, it is the best (i.e.: only) open source video editor
January 23, 2026 at 10:34 PM
Reposted by Duarte David
its not a direct answer to your question, but in the case that your array represents the cdf of a tabulated function and you want to invert it in order to sample from it, then there is a beautiful o(1) method for *that* called vose/walker's alias method, iirc. not quite your q, but beautiful
January 19, 2026 at 11:24 PM
Irradiance = power per area (of light coming in from all directions)
Radiosity = power per area (of light going out)
Radiance = power per area per solid angle.

You need irradiance to light diffuse surfaces, radiance to light arbitrary surfaces.
December 26, 2025 at 6:44 PM
Probably preaching to the choir here, but the only BRDF that makes sense is a diffuse BRDF.
When you store irradiance in a spherical map, each direction is a surface normal, and the value tells you how much light, coming from all directions, hits a surface point with that normal direction.
December 26, 2025 at 6:42 PM
Alone in the Dark (2008) and Stranglehold's openings are the peak of their respective games
December 18, 2025 at 10:28 PM
Also, I forgot to mention: if you want to export bendy bones from blender, you need to first convert them into regular bones (I think there's an add-on for that?)
December 16, 2025 at 1:59 PM
If you want to import the rig to Godot (blender drivers/constraints), you have to recreate it from scratch in Godot.
December 16, 2025 at 1:56 PM
If you just want to export animation, it should work in Godot (check your export/import settings and also bugs in Godot... Sometimes bones don't get exported, animation skips frames, or scaling transforms aren't used)...
December 16, 2025 at 1:56 PM
iirc, blend shapes/shapekeys are waaaaay too expensive to use in games. Bones is the way to go for real time in-game animation, and if you're Sony, you develop a fancy compression technique to stream per-vertex facial animation for cutscenes (which is cheaper than blendshapes)
December 16, 2025 at 1:52 PM