Double Body
doublebody.bsky.social
Double Body
@doublebody.bsky.social
Developer + technical artist
improved the lightning visuals and some other weather related things
September 10, 2026 at 1:16 PM
FFT inspired map generation
September 9, 2026 at 10:08 PM
Improving pixel rendering stability with super sampling. Also exporting root motion, excited to see how that actually feels in game.
September 5, 2026 at 1:16 PM
Had to see how it handled individual part swapping : ) The results aren't that different than just rendering the voxel models - even has the same "clipping" issues. This is pretty sweet for strictly 2D games, without resorting to some render target shenanigans.
September 4, 2026 at 3:51 PM
I thought this would work but never actually tried it and not sure what to call it other than pixel depth sorting. It's a way to have equipment reflected on 2D characters that isn't the usual paper doll construction.
September 4, 2026 at 1:43 AM
Last on my list of designs was break dance combat simulator
August 25, 2026 at 2:03 AM
Some wonderfully unintended consequences of having physically simulated independent limb controllers
August 24, 2026 at 5:05 AM
August 22, 2026 at 1:06 AM
August 17, 2026 at 2:08 AM
August 17, 2026 at 2:04 AM
Some progress, it's a little slow right now with constant updates
August 9, 2026 at 11:23 PM
Testing physics sim dungeon generation. Given a 2D graph of tangled nodes, spawn room bodies connected to hallway bodies, run physics, freeze and draw 45 degree snapped paths accounting for occupied cell spaces.
August 6, 2026 at 5:48 AM
something neat #procgen
August 5, 2026 at 4:28 AM
Just squeezing out as much performance as I can
July 2, 2026 at 6:17 PM
SDF voxel work, I'm thinking for more non organic structural geometry
June 19, 2026 at 7:07 PM
Moved some of lighting / ao / color calculations to c++. Still a little slow with large edits but significantly faster than before.
June 18, 2026 at 8:10 PM
Was able to move all the pixel art post processing into shaders using a stack of subviewports for certain passes, while being pretty light. This could likely run fine at runtime
June 8, 2026 at 3:18 PM
Worked on greedy meshing, unwrapping, and texture baking from voxel colors. I'm now thinking of ways of generating autotile neighbors based on chunk neighbors for a gridmap preview to check tile seamlessness.
June 4, 2026 at 3:45 PM