
Claudio Z.
@cloudofoz
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CS, Blender, and a touch of art. Nothing is perfect, but adventurously handmade.
Joined December 2022
🚀 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: 🔧 #Godot4 #GameDev
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👋 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
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Calling this playful #b3d test "Greasy-Ivy":.Sketching ivy in #CG with the #GreasePencil and growing it procedurally using #GeometryNodes and modifiers.
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So, I modeled a tulip in #Blender, imported it into #GodotEngine . and then things got out of hand 😄
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🚀 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: #creativecoding #indieweb
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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
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As a learning test, I ported part of my 2D Cloth Physics Simulation to the web using #Rust 🦀. 🧪 Try the mini demo: Real-time simulation with Verlet integration, touch/mouse interaction, and web delivery. #gamedev #physics #simulation #verletintegration
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Had this wild idea: build my personal homepage only with Rust + macroquad, as a learning challenge. Learned a ton. Fought the borrow checker, dodged mutability. 😅 Made it responsive. Result? A resource-packed #WASM in ~600 KB. #rustlang #webassembly #creativecoding #indieweb
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RT @techhalla: I created this space for you to share your non-Studio Ghibli creations and slowly break out of the loop. .
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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 👕✨
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🚀 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
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Time to tessellate the 2D cloth! 🧵 .I used the triangle area to approximate fold shadows without custom shaders. Simple, but nice effect! . (Also… sorry, I couldn't resist tearing the carpet 😆) . #raylib #cplusplus #gamedev #physics #verletintegration #simulation
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Just started experimenting with 2D Cloth Physics Simulation using #raylib and #cplusplus 🧵🪡. By the way, there's a clear, concise article that's an excellent starting point:. #gamedev #physics #simulation #verletintegration
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[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!.👉 #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! #GodotEngine
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RT @80Level: Check out this barrel getting reshaped by external forces with DeformableMesh, @cloudofoz's @godotengine add-on for deforming….
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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! 😊
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