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BluePrintRandom @UC9vHtotZmnu2j5XRZPA-WSg@youtube.com

1.5K subscribers - no pronouns :c

Random things built to do random things, Inventions, animat


01:48
Wrectified Neonode city - final pass on texturing roads
00:52
First pass on texturing :D (Wrectified neonode city)
02:43
Wrectified - (NeoNode City - Signage)
00:35
wrecified rebooted week 2.1
01:53
Wrectified (rebooted) - Progress - week2
02:44
Neonode city - Behind the curtain
01:04
NeoNode City - End of 8/27/2024
01:13
End of week 2 (ish) Wrectified NeoNode City
01:34
Uv's and building generator refinement - Project Wrectified - Doors/Signage
01:03
walking + aiming system working - next up is probably a actor / rig
02:30
Terrain ✅ Physics ✅ Gameplay controller basis ✅ Camera ✅
02:25
WRECTIFIED NEONODE CITY
01:05
Wrectified Network City - A* working in game :D
01:30
Wrectified world Network system
00:42
Ported city gen stuff to raw BPY
00:30
Wrectified - Delaunay roads - Final missing piece for true city generator
02:40
Today's tinkering - BlenderGIS + UPBGE + geometry nodes
01:57
Art du jour
00:58
Making 1 square shader into a grid of squares shader
02:09
Camera Relative Motion Controller using 'cross product'
02:08
Voroni_terrain
02:33
Generating building looking shapes using math / texture cords
01:38
[upbge] using bvhtree ray to get closest edge loop from a ray hitpoint
00:39
MultiPass Is IN!
00:33
convert velocity to mesh tangent space and preserve momentum
01:21
Blender Patch Testing (multipass)!
00:17
A Star in Upbge - walk to left side of path, pass on the left.
00:47
A star in upbge - 'Smoothed Paths'
01:50
(building scatter part 4 (final)) - Decide what to scatter using edge attribute
03:24
(building scatter part 3) reproject geometry along mesh outside edges using 'out vector'
01:37
(building scatter part 2 ) flip geometry along mesh outside edges if normals face wrong way*
08:02
(building scatter part 1) - Stretch geometry along mesh outside edges (buildings or?)
02:26
How to make procedural 'rorshak' like patterns using normal, dot, up and noise.
07:09
adding 2d smart project shrink wrap to new foundation streaming system.
02:44
Culling faces from a 'hint mesh' for geometry nodes world streaming in blender or upbge games.
00:48
Blue Print Redux
02:42
'BPR_Foundation' - Building generator system
02:14
Wrectified Streamer in EEVEE - UPBGE 4.2x
04:37
Blender Geometry Nodes - Place instance on face and align to p1-p2 per face for all quads
00:35
Road snap to terrain - terrain snap to road (smoothed)
07:19
Rapid Asset From Concept Trim Sheet - Blender
01:03
Yelix - Bot Modeling - UV jujutsu
07:27
Making a 3d model from a concept art using uv / hard surface Jujutsu
18:28
Model / Unwrap / Bake a 'Turret' for game 'wrectified'
01:39
Got it! node group working in 3.6x (rotate vector by euler) next to backport
00:29
Py working for backport 100% next is to debug 'rotate vector euler inverted'
00:39
backport decals almost complete - need 'rotate vector euler inverted' nodegroup
00:51
decal math backport (close but still needs work)
01:12
updated old wrectified logic system for 4.1 - next porting to 'streamer' and a gameplay demo.
01:47
Curve Relative texture Space Backported to blender 2.79.6 / upbge 2.5 / range
03:08
Wrectified world generation System 4 Demo
01:18
VFX tuning / loading bubble vs draw distance vs fog
02:09
Todays work - Collision Debugged - Final Prep for Character controller.
01:03
ported bullet pool system to work without/without bullet physics raycasts
02:41
Change what is possible - Wrectified world generation and streaming tools - UPBGE / Blender3d
14:56
Flowing volumetric fire
00:52
geometry nodes sim is much much slower than anticipated
01:05
using BVHTree raycast and py is quite a bit faster than geometry nodes
00:46
Wrectified 4.1 Physics engine (GEONODES) sim cachable
01:39
Wrectified - Not using Bullet - EEVEE - (upbge 4.1x experimental)