huh i don't know how i feel about that. also, i mean, impossible to say what percentage of those hits are from bots
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huh i don't know how i feel about that. also, i mean, impossible to say what percentage of those hits are from bots

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o shit some of the hbomberguy haydee livestream videos are actually still on youtube. unlisted but not entirely privated!!
sadly this does not include the first few streams that were full of people discovering just what haydee was
i don't know anything about any of this but it seems really complicated
Much like in real-life skeletons, Bones are the building blocks of Armatures.
i've definitely been in a slump in terms of writing. burnt out and exhausted. and you know the constant headache and now the gallbladder surgery hasn't really helped. everything these days seems too bleak and depressing for me to really get into the headspace for writing, you know, hardcore gay monster porn. which is a little unfortunate since there's still a bunch of stuff i'd like to write, it's just any time i actually sit down to think about it i just don't want to write anything. that's just how it is sometimes i suppose

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i should really leave the gay gamedev discord i'm in b/c i can feel my alienation from everybody else in the server growing every time i have to read messages like "my new game is about a frat that turns guys into himbos" or w/e
ideally it would be nice to get back into a space where my initial emotional response to somebody else's sexuality isn't just 'tired exasperation' but hoo boy having what amounts to a constant tap on the most milktoast desires ever is not helping
as i mess around with blender more mostly i'm increasingly impressed at the existence of arctic alive
so now that june is done i'm taking a break from the godot stuff b/c i was getting a little burnt out. so of course now i'm trying to learn blender. i don't really have high expectations but i'd at least want to understand the process of making a mesh, texturing it, applying different material stuff (still haven't gotten to that point yet), and exporting it. knowing enough that i'm not embarassing myself any time i try to talk about meshes and modeling basically
anyway here's some grasses and an attempt at a sugarcane. trying to replicate the vintage story style isn't the worst target to have.
anyway i thought the writing in the amazing digital circus was so infantile i was astounded when i heard it described as "adult animation". it's for like 8 year olds. pretty much every character interaction is defined by the characters being too shy and awkward to actually speak up about w/e the problem of the day is; it's steeped in early-teenage anxiety about self-determination and the social awkwardness of saying anything uncomfortable. the least realistic part of the show was when at the end it was revealed that all of these characters are actually adults b/c nobody in the entire show has an adult conversation about anything.
i have been trying to learn a bunch of new things lately and oh boy has it been frustrating. it's very easy to forget what it's like to not know how to do something
i guess i shouldn't say "things". softwares. softwares with complex uis. that's kind of different than things in general

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okay this has taken me down the dark rabbithole of trying to model anything. modeling is scary and complicated but i think i should learn enough about it so that i'm not completely ignorant of like. how any of this fits together.
but right now i am trying to uv-wrap something and i am hitting this incredibly frustrating thing of blender just... not surfacing information. so: if i have the vertices on the RIGHT selected, making their tris visible on the LEFT uv view, is there any way to get blender to tell me what vertex on the RIGHT corresponds to the LEFT selected vertex (or edge or w/e)? i look this up and all the answers are like 'check the sync uv selection button', which does not help b/c i want to be able to individually move around the uv coords. if sync uv selection is on then i will always have like 4 separate uv coords moving together, when the whole point is that i want to be able to just... drag vertices around until the uv map is laid out how i want.
i'm also very unclear about how to separate uv coord values b/c it seems like 90% of the time it treats overlapping vertices as 'the same vertex' (as in, selecting, moving, etc acts on all of them simultaneously) but then you can use grab to smear them around separately? but then sometimes the uvs are actually merged into a single coord (with 'stitch' i think?) but then any time i try to do that it tries to stitch together every single instance of that uv and not just the two i've selected. idk. blender is really complicated.
@ogrumm made me a test bush model so i'd have actual assets to mess around with! so i had to adjust my plant shader to handle things things like "has an actual texture" and "has alpha" instead of just drawing a cube. it's still early stages so it's still mostly using hardcoded colors, but now i could do things like have different bark vs. leaf colors, or have various gradients that get dynamically shifted... a lot of potential for all sorts of messing-around
seat of the matriarch should have been three times deeper and twice as dark
i'm trying to get digging working right across chunk boundaries. this is one of those classic edge/corner case situations: digging inside a chunk is simple, but digging along an edge is complicated, and digging on a corner is even more complicated, b/c all of these things need to remain synced up, and it's not as simple as "just do the exact same dig at 4 different chunk offsets" since i might want to track the amount of soil moved, which means i can't double-count the exact edge points. aah.
considering kenshi limb amputation mechanics for my cozy wholesome gardening game

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added in an 'aliveness' value too. this one is actually more complicated b/c there are three stages (alive, dying, dead) and the alive value doesn't really have an associated color so i have to swap out its color with w/e the computed growth color would be in the shader... not sure how many hardcoded rules i want to put into the shader like that. but at least it's a sign i can handle multiple params getting blended together in more complicated ways!
(i am looking forward to having a billion flower types that have flower color that gets blended based on terrain ph. i haven't really attempted multi-material meshes yet b/c i... don't really know how that's gonna work. i'd have to start making procedural models for them i guess? seems complicated.)
now i have 3 'biomes': dunes, hill slopes, hill tops. that's neat!
see the problem with messing with landscape generation is you can do it forever and you'll continually slowly get better or more interesting landscapes (maybe) but it's usually not connected to any other kind of progress on the game. and you get an instant payout of "hey that looks new" so you keep doing it forever.