Edward del Villar (@ed_dv) 's Twitter Profile
Edward del Villar

@ed_dv

Tech Artist at Monomi Park. VFX, Shaders, Modelling, Animation and Code.

ID: 606889201

calendar_today13-06-2012 04:30:01

20,20K Tweet

5,5K Followers

1,1K Following

Slime Rancher (@slimerancher) 's Twitter Profile Photo

Spooky season is upon us and so are this year's Slimetober prompts! Create all kinds of art based on each week's theme. Make sure to tag #slimetober so we can stare and marvel. ๐ŸŽƒ

Spooky season is upon us and so are this year's Slimetober prompts! Create all kinds of art based on each week's theme. Make sure to tag #slimetober so we can stare and marvel. ๐ŸŽƒ
Dennis Gustafsson (@voxagonlabs) 's Twitter Profile Photo

The new voxel format is finally starting to come together. It uses a brickmap that enables large, sparse objects, unique properties for each voxel (no palette) and really fast scene updates.

Slime Rancher (@slimerancher) 's Twitter Profile Photo

On December 12, begin to unravel the mysteries of Rainbow Island in our next major update: Into the Labyrinth. This update will hit PC, Xbox Series X/S, and PS5.

On December 12, begin to unravel the mysteries of Rainbow Island in our next major update: Into the Labyrinth. 

This update will hit PC, Xbox Series X/S, and PS5.
Ming-Lun โ€œAllenโ€ Chou | TheAllenChou@bsky (@theallenchou) 's Twitter Profile Photo

Ray-marched surface, take 2. Not sure why it's so much brighter than regular meshing. Even dual contouring can't beat this because it's the ground truth. Voxel density affects the proxy mesh complexity but doesn't change the visuals. #MudBun #MadeWithUnity #GameDev #VFX

Mykhailo Moroz (@michael_moroz_) 's Twitter Profile Photo

I'm slowly porting my approximate grid SPH simulation to VRChat. It did require few improvements to be stable enough, now its a hybrid neighbor index/particle average grid. Still need to implement d4rkpl4y3r's mip counting sorting method for improved performance.

Andras Ketzer (@fluidninjalive) 's Twitter Profile Photo

Mesh distance field repels Water: sampling scalar SDFs and injecting the vector gradient into sim velocity field. FluidNinja LIVE 2.0 pre-alpha, 100m area, 2K sim, 260 FPS on RTX3080 #unrealengine #UE5 #realtimevfx #fluidninja

Slime Rancher (@slimerancher) 's Twitter Profile Photo

The incredibly talented Lightning Cosplay has been building an IRL vac for the Slime Rancher exhibit at Gallery Nucleus. Feast your eyes on the entire build process! ๐Ÿ‘€ ๐Ÿ“บ youtube.com/watch?v=MDquHKโ€ฆ

Garrett Johnson ๐Ÿฆ‹ (@garrettkjohnson) 's Twitter Profile Photo

Back from some time off programming with a Jump Flood Algorith demo to ease back in! JFA can be used to create a screen SDF from a model in real time - useful for things like silhouette outlines or any other visual effects. More effects coming up! โœจ #threejs #webgl #gamedev

Everhaven World (everhavenworld.bsky.social) (@everhavenworld) 's Twitter Profile Photo

Lots of mounts were planned for #Everhaven; some didn't make it into the final game, others were redesigned. Perhaps they could be revisted if the game was revived? #BringBackProjectDragon! #cancelledgames #cozygames #fantasygames 2D art by Nicholas Kole

Lots of mounts were planned for #Everhaven; some didn't make it into the final game, others were redesigned. Perhaps they could be revisted if the game was revived? #BringBackProjectDragon! #cancelledgames #cozygames #fantasygames

2D art by <a href="/FromHappyRock/">Nicholas Kole</a>