Christina Coffin
Ex-AAA Rendering+Optimisation Programmer
TechArtist, Designer. Stylized Art.
#indiedev #solodev #gamedev 🏳️⚧️🇸🇪
Shader Illusionist ✨
AssassinsCreed2 / FC2 / BF3 / MidnightClub 2+3
She/Her
mastodon.gamedev.place/@ChristinaCoffin
- I’ve locked myself in ‘work on pure gameplay’ jail for awhile now, will post more render/vfx things again soon
- Graphics Programming Conference 2025 is now over. Really loved the idTech8 talks, and the rendering talks for Enshrouded. Was nice to catch up with several people that I hadn’t seen in many years. Now my voice is cooked and I need a nap. Looking forward to getting back home and working on my game.
- The conference went well , and the attendance was at the limit of the venue. It could definitely be even bigger next year but it would need some adjustments. I’m excited to see how it evolves for next year. I also think it’s cool that it’s run as a non-profit conference and it’s held in Europe :)
- First talk of the 3rd day of GPC’25 starting in 30 minutes: A Beautiful Hell: Path Tracing in DOOM The Dark Ages by Billy Khan — id Software #gamedev
- Early before the 2nd day of GPC’25 starts in about an hour graphicsprogrammingconference.com
- 1st day of the Graphics Programming Conference ‘25 #gamedev www.graphicsprogrammingconference.com
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- 3day weekend trip to Oslo, Norway It’s pride week here 🏳️🌈
- Found a pride merch shop here where they sell a 3 meter long trans flag 🏳️⚧️ 😮
- Reposted by Christina Coffin[Not loaded yet]
- The sleeper must awaken, but not today. (No shaders/gamedev for a few days, just catchup on rest and play video game for mental health break)
- Playing dune awakening all weekend really resonates with my real life preferences. Avoiding the sun trying to kill me, I want to be in the shade, it’s always too hot outside, nighttime is cozy. Better to be nestled in mountains/canyon/indoors, where the sandstorms and sandworms can’t get me :)
- I wanted a survival craft game in a difficult world that I could explore at my own pace and they delivered. I know some people speedran the tech tree and an ornithopter already, for me this is one of those mmo-lite experiences where I want to slowly savor the journey and dont care about an endgame
- Reposted by Christina Coffin[Not loaded yet]
- *Y-up right handed finger gun* ;)
- a procedural texture arealight translucency experiment thing. no rules stylized rendering, doing pixel crimes it makes pretty colors, thats all I care about some days #gamedev #shaders #godotengine
- subconscious attraction to rainbow prism / iridescence I guess
- Sometimes I flail about for hours when trying to make a shader work or look pretty, trapped in what feels like an escape room math puzzle that asks for perfection in artistic result or accuracy. It feels good to finally escape and move onto the next room (oh no I’m trapped again)
- early prototype of adding arealights with texturing+shaderfx in vanilla #godotengine #gamedev #wip #shaders
- still using a 5yr old gpu for dev, dont worry im makin it fast + faster soon
- fighting the NaN monsters today get outta my shaders >:(
- i'll make it through i'm sure
- shader NaN monsters slain, shader loot obtained.
- testing light shape rendering (512 lights) put em in a grid, but I need to add variation and color + want motion, and get accidental cool rainbow crt type grid thing
- experimental line/ellipsoid 'ish light shapes and weird stylized lighting model. shiny!
- I think my cat needs a reboot
- procedural swirl warp function used as a dynamic animating 'normal map' vector to adjust the uv coordinate used for fetching SCREEN_TEXTURE for a distortion shader. every shader no matter how small, can be an ingredient remixed into another shader #shaders
- this one gives a really nice 'brush stroke effect' it also reminds me of certain stained glass pieces I used when I made stained glass art. The distortion base effect comes from an earlier shader I made, save everything no matter how small,its useful for something later :) bsky.app/profile/chri...
- A favorite bit to add when making #shaders is to have an auto animating screenspace-wipe slider effect to see 2 versions of a shader without having to add +manipulate a slider in the inspector, edit code/move cam instead screenshot and code snippet in alt text in followup post #godotengine #gamedev
- code example of what goes at the beginning and end of a fragment function. its fairly simple code, but easily overlooked for how useful it is for saving clicks and helps reduce jumping between code edit and inspector panel when you're deep in shader code thinking about other stuff
- no line lights in the engine? I guess we prototype adding our own. I must have them! my stylized transparent barriers catch a bit of the lighting + creates an interesting visualization when you look thru the glass free stylized feature, not bug ! #gamedev #godotengine #wip
- Line light party! quick diffuse only test of a few hundred, no shadows
- pixel crime experiment : what if we did an outline using derivatives in the shader light() function based on the shader builtin ATTENUATION. It almost works but there's not enough data. And it falls apart at a zoomed out distance... :( we'd need shadowmap data access to do our own xtra sampling
- zoomed out, the outline gets deep fried and pixelated due to the limitations. nice try
- doing more pixel crimes today in the name of non photorealistic rendering