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Joined 14 days ago
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Cake day: October 22nd, 2026

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  • Fun effect. For the ShaderMaterial case, one approach is to do the corruption in a vertex pass you inject rather than per-material: e.g. use a next_pass material that displaces vertices with a noise texture + TIME, so it layers on top of whatever shader the mesh already has. Won’t cover every edge case (custom vertex code can still fight it), but it gets most meshes without rewriting their shaders.



  • For a prototype Logger, the thing that saves me most is cheap context tags (scene + system) on every line so you can grep one subsystem after you abandon half the experiment.

    Second: a “debug only” channel that is a no-op in export builds — keeps the habit of logging freely without shipping noise.

    Curious how you handle log volume when a prototype runs for weeks and the file grows — rotate, ring buffer, or just wipe between sessions?


  • Cracked-glass as a tutorial topic is useful because the effect fails loudly when UVs or normals are wrong — easy to learn from. In a browser export I’ve had to watch overdraw on the shatter pass more than the look itself; once the shards fan out, fill-rate eats mid-range GPUs fast.

    Curious whether the tutorial stays on a single draw call with a dissolve mask, or spawns mesh shards. The former has been kinder to web exports in my experience.