Claudio Z.
@cloudofoz
CS, Blender, and a touch of art. Nothing is perfect, but adventurously handmade.
🚀 Smash The Mesh (STM) is a #GodotEngine add-on that lets you break 3D meshes into multiple pieces and apply physics to each fragment! Now in BETA, with caching for quick loading. Open-source and free to download! Get it here: github.com/cloudofoz/godo… 🔧 #Godot4 #GameDev
Just a bit more fun with 2D cloth simulation using #cplusplus and #raylib! Took 2D images of t-shirts, contoured them, and applied my tessellation algorithm to turn them into animated cloth. Raylib keeps being awesome for quick prototyping 👕✨
🚀 2D Cloth Simulation + Dynamic Normal Mapping In this test, I boosted visual quality by generating a real-time normal map from triangle compression data. Folds now react more naturally to light! 💡 #raylib #cplusplus #2Dphysics #shader #gamedev #verletintegration #indiedev
👋 Real-time AI hand tracking in #cplusplus and #raylib using Google #MediaPipe (C API build, no Python). Double-hand detection · Smoothed landmarks · 20–25 ms CPU response. Compiling MediaPipe for C/C++ wasn't trivial, but it works! #handtracking #gamedev
Calling this playful #b3d test "Greasy-Ivy": Sketching ivy in #CG with the #GreasePencil and growing it procedurally using #GeometryNodes and modifiers.
So, I modeled a tulip in #Blender, imported it into #GodotEngine ... and then things got out of hand 😄
🚀 First release of the #Rust content card feed system for my homepage is live! No more empty pages. It's animated, responsive, and GPU-powered! 🦀 Check it out: cloudofoz.com #creativecoding #indieweb
Built a tiny editor in #csharp to manage the new content feed card system for my #rust homepage. Almost at the finish line! 🦀
I’ve started building a responsive, WebGL-powered, card-based content feed for my #WebAssembly homepage using #Rust!🧩 It features a masonry-style layout, deferred image loading, simple culling, and smooth scrolling. An interesting learning experience! #creativecoding #indieweb
As an experiment, I swapped the default macroquad::ui with #egui in my web demo. Interesting results: WASM: 512 KB → 2.2 MB Gzip: 215 KB → 1.1 MB Brotli: 188 KB → 991 KB Compression helps, but #egui adds ~1.5 MB! #Rust #WASM #Brotli #Gzip
As a learning test, I ported part of my 2D Cloth Physics Simulation to the web using #Rust 🦀 🧪 Try the mini demo: cloudofoz.com/verlet-test Real-time simulation with Verlet integration, touch/mouse interaction, and web delivery. #gamedev #physics #simulation #verletintegration
Today, after a non-negligible amount of suffering, I unlocked a truth: If you target WebGL and your RenderTarget has no depth buffer, it will crash. Without mercy.
I created this space for you to share your non-Studio Ghibli creations and slowly break out of the loop.
humorProgrammingAdvanceThisIs redd.it/1hk0ow6
[Addon] DeformableMesh v0.4 The latest update is here! Introducing the DragDeformer: place it where you want and start dragging. It’s free and open source—check it out! 👉 github.com/cloudofoz/godo… #GodotEngine #Godot4
[Addon] DeformableMesh v0.3 Hey Godot users, static meshes are a bit boring sometimes, aren't they? You can now bend, twist, taper, and use spherical deformers on your meshes. I have updated the add-on. It's free! github.com/cloudofoz/godo… #GodotEngine
Check out this barrel getting reshaped by external forces with DeformableMesh, @cloudofoz's @godotengine add-on for deforming 3D meshes using customizable deformers at runtime. Get it here: 80.lv/articles/this-… #godot #godotengine #madewithgodot #procedural
This new deformer could truly open the door for various little procedural effects, all directly within the #GodotEngine editor. Like in this test, a barrel gets dynamically reshaped by external forces.
I've started working on a new drag deformer for my DeformableMesh Addon for #GodotEngine. The idea was inspired by an interesting chat with a developer who asked if it was possible to achieve a similar effect using my addon. 🤞 Let's see how it turns out! 😊