ruben3d
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ruben3d.bsky.social
ruben3d
@ruben3d.bsky.social
Software developer. https://github.com/ruben3d
You can always bake a GI solution such as radiosity in the vertex colours if you have enough density
November 24, 2025 at 7:20 PM
Trivia: I played the EGA version first, and felt later versions did not set the right mood at the start. Recently I found that the EGA version shows a sunset when you first enter the town, and the night version later, so you arrive there just at sunset, and everything else happens at 10pm iirc.
November 22, 2025 at 3:07 PM
For this particular case, I would go with 3D at a reduced framerate. Always felt that smooth pixel art animations felt out of place.
November 10, 2025 at 1:16 AM
The palm trees on the left look a bit like Europe. I can see Spain, France, United Kingdom, Italy, Denmark...
November 8, 2025 at 5:57 PM
With per-instance non-destructive modifier stacks you could have many variations of a common shape, ideal for rocks, grass, foliage, etc.
October 23, 2025 at 10:10 PM
Got some Day of the Tentacle vibes
October 16, 2025 at 1:37 PM
Many years ago, implementing disk and sphere area lights in a raytracer, naively went for random polar coordinates for sampling the surfaces. That produced very noticeably artifacts due to higher density when rho was small. Wolfram got me covered with their disk and sphere point picking articles.
August 24, 2025 at 8:22 PM
You might still get some convincing volume effect easily if the view never gets close: from the grayscale noise, use simple parallax mapping for volume, and the screen space derivatives (dFdx or ddx) to get a normal for shading (that's how I got the shading out of a grayscale texture here:)
June 3, 2025 at 8:09 PM
Seems like an ideal position to get into volumetric clouds
June 3, 2025 at 2:50 PM
This one has Townscaper vibes
May 7, 2025 at 10:52 AM
And this is the Github repo, so you can have a peek at the source code and some extra information in the FAQ: github.com/ruben3d/sand...
GitHub - ruben3d/sandbox-sdf: Playground for experimenting with signed distance field textures for shape and text rendering
Playground for experimenting with signed distance field textures for shape and text rendering - ruben3d/sandbox-sdf
github.com
April 27, 2025 at 3:39 PM
You can experiment with the live demo here: ruben3d.github.io/sandbox-sdf/...
Sandbox - Signed distance field rendering
ruben3d.github.io
April 27, 2025 at 3:39 PM
I added support for rendering some shapes too, based on the excellent work by @iquilezles.bsky.social
April 27, 2025 at 3:39 PM
It can render text, generate a SDF texture out of it, and then apply real-time effects, fully customisable with a variety of parameters. The idea is to animate many of these as a result of user interaction.
April 27, 2025 at 3:39 PM
Have you thought of randomising the path vertex locations per vehicle, within a radius ? That way they might travel at different speed, but be able to pass each other without much actual AI as the paths won't overlap that much
April 25, 2025 at 8:58 PM
Coming from you, I can't tell if that's a picture or a render anymore
April 10, 2025 at 4:04 PM
The printed version
March 9, 2025 at 8:04 PM
Impressive results! I bet that a spectral renderer would have created chromatic aberrations too
December 1, 2024 at 10:25 PM
Actually I used the cyan, magenta, white and black from the most commonly used CGA palette. There are another two variations, but not sure if it is worth adding even more permutations to the graphic modes.
November 24, 2024 at 3:50 PM
Thanks! Setting something quick and dirty up is easy, but seeing it through to the release, full of content, is the really challenging part. My most sincere admiration goes to those like you that get it done.
November 23, 2024 at 1:51 AM
Thanks, that's my base reference! Re progress: not much, family, work and other projects take a toll on how much time is left for this :(
November 18, 2024 at 9:58 PM
Short video showcasing a bit of gameplay and switching day/night and graphic generations:
November 17, 2024 at 11:24 PM