Technical Artist - "Not quite good enough to be an artist, not quite good enough to be a programmer."
~ Keith Guerrette, former lead visual effects artist at Naughty Dog, creator of the Realtime VFX forum
When my projects become professional grade tools and I feel committed to maintaining them, they move over to https://github.com/Panopticom. Consider this my island of misfit toys.
Procedural generation made me fall in love with programming. I have an art degree. I've been paid to write game AI frameworks, gameplay code, tools and tech art. As an environment artist and 3D generalist. To create tools for the US Air Force Research Laboratory at Wright-Patterson. As a lab tech cleaning datasets for training nueral networks.
Right now I'm very interested in...
- Writing a realtime procedural modeling tool based on signed distance fields.
- Nix/NixOS, a functional language, a package manager, maybe the build system to end all build systems.
- Jai, whenever the compiler is finally released to the public.
- Offloading more game development work to a cluster so I can unchain myself from my desk.
Language usage chart doesn't seem to track shading languages, in order of preference I have written..
- GLSL
- HLSL
- CG
- Shaderlab (an abomination combining both CG and HLSL)
- Email: nates@panopticom.online
- Discord: mrkittyhawk