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This week in Mirage #5

Time for the usu­al week­ly devel­op­ment news. This week I worked some more on the water ero­sion mod­i­fi­er. I start­ed by fix­ing the ran­dom­ness of the rain. Every iter­a­tion 100 drops fall at ran­dom places in the ter­rain. The prob­lem was that I was­n’t keep­ing the seeds for the ran­dom val­ues around so every­time a set­ting changed it 

Passageway

Man it’s been a while since I post­ed any­thing art-relat­ed in this blog. I’ve recent­ly become inter­st­ed in vox­els. They look like an ele­gant solu­tion to the prob­lem of com­plex­i­ty creep in 3D. Of course we still don’t have the tech­nol­o­gy or raw pow­er to dri­ve as many mil­lions of vox­els as we do with pix­els. But 

This week(s) in Mirage #4

These last two weeks have been pret­ty busy, both in work/life and Mirage. On the mirage side, I port­ed the last mod­i­fi­er: flu­vial ero­sion. I spent the first week writ­ing the ini­tial imple­men­ta­tion and this week mak­ing it actu­al­ly work. Many moons ago I wrote a pure Python imple­men­ta­tion of the vir­tu­al pipes hydraulic ero­sion algo­rithm. It was crazy slow. 

This week in Mirage #3

Thermal ero­sion is now ful­ly port­ed! There isn’t a very notice­able dif­fer­ence this time around, I think it looks a bit bet­ter though (but maybe I’m biased!). I also changed the set­ting names to make them eas­i­er to under­stand: Repose Angle is now Threshold Iterations is now Time They are also short­er too, so they work nice­ly in 

This week in Mirage #2

This week went bet­ter than expect­ed in many ways. I end­ed up get­ting the mod­i­fi­er work done fair­ly quick­ly and man­aged to squeeze a small refac­tor, break­ing a ~1300 lines file into 3 files. I still have som­re more refac­tor­ing to do to make things more flex­i­ble. Hopefully I can get to that too in the fol­low­ing weeks.  Porting went smoothly 

This week in mirage

In this series of posts I’m going to talk about the new hot stuff I’m work­ing on for Mirage. This will be my first time doing a devlog, so bear with me 🙂 Our first stop is what I’ve doing for the past few months: the Rust port. Port to Rust Rust is a pro­gram­ming lan­guage focus­ing on safe­ty, per­for­mance and 

Eveee Crash Course

A new age is upon us. Internal is dead, and we have a shiny new engine to replace it. This quick intro will help you get into Eevee. 

Mirage 3.2 is out today!

After sev­er­al months of work, I’m launch­ing the great­est ver­sion of Mirage today. 

Extruding meshes with Bmesh step-by-step

In pre­vi­ous tuto­ri­als we looked into the basics of how to cre­ate mesh data to make new objects. Let’s shift gears and start abus­ing pre-exist­ing mesh­es instead, today we will look at extrusions.