Chip 𓇼 Chirp
Sesheta
Engineering and experimental music. I am interested in amateur radio, particularly in homebrewing equipment. I hold an Extra License with the callsign KO0I, but I’ve only recently found the space to build my HF antenna. I have been playing with RepRap machines for many years (since 2010) and presently own my best approximation of a Prusa i3, I use it to print all kinds of things. I enjoy gardening, zero-waste, tinkering, trading, being outdoors, and bicycling.
August 2026
September 2026
October 2026
Top Words
- trying
- scale
- around
- test
- news
- moving
- away
- comanche
- style
- renderi
- music
- objects
All posts (54)
Trying to help myself validate scale with canon and common fan understanding, or to make properly informed mistakes, I made mapfight for systems vehicles. Behold: Delaware versus GSV Sleeper Service (Second chart from: www.deviantart.com/art/Culture-…) #rasdFastwalkerLeague View on Bluesky
Looping around Codure, at its true scale! It takes just under four and and a half minutes for me to get from sunset to to sunrise, which over 10 million kilometers is 133 million kph, or 12% the speed of light. #rasdFastWalkerLeague Need to work out mach cone and hypersonic effects soon! View on Bluesky
First GSV has a name now: Watering The Garden #rasdFastwalkerLeague View on Bluesky
Test flight around GSV. Things need fixing still (plate terraij too simple, clouds are currently fixed, but its got a nice sense of scale and ability to manually or autopilot to a spot. I need to think up more greeblies. #rasdFastwalkerLeague View on Bluesky
Rework branch of space-mode is performing better than I expected. Features: +velocity vector/antivector +auto flight +better descent into surface mode +solar surface animation (heightmap and layers pending) -surface backend swap pending -that or idk rework surface mode #rasdFastwalkerLeague View on Bluesky
Bad news: I might be moving away from Comanche-style rendering. Good news: I might be moving away from Comanche-style rendering. +Volumetric clouds -uglier near-surface rn +60 fps +Uses climate workbench to: ++ procedurally generate the planet surface & ++ weather pattern #rasdFastwalkerLeague View on Bluesky
Bad news: I might be moving away from Comanche-style rendering. Good news: I might be moving away from Comanche-style rendering. +Volumetric clouds -uglier near-surface rn +60 fps +Uses climate workbench to: ++ procedurally generate the planet surface & ++ weather pattern #rasdFastwalkerLeague View on Bluesky
Hand mocap is challenge. But I was curious how much could be done with mediapipe and was impressed. MediaPipe has free hand tracking stuff, but I must be doing something wrong because it can detect palms great but turn my hand around and the output goes inside out cryptkeeper #rasdFastwalkerLeague View on Bluesky
The inconsistent hulling kills the Homomda: #rasdFastwalkerLeague 70% sure i need to revisit the 3D/sprites, and 30% sure the part-segmenter is borked for tripedal body plan. Homomda may require proper octahedral impostors ig View on Bluesky
Green Lake 4 U 💚 I wanna improve the appearance of water in-game, hence the XPM-related posts covering me trying things. Trying to improve performance has been iterative. #rasdFastwalkerLeague View on Bluesky
Based on SNES Pilotwings Expert Menu. I always wanted to fly that specifically as a stage. Therefore: #rasdFastwalkerLeague View on Bluesky
Trying some new functions for clouds. Featred: towering cumulus at dusk #rasdFastwalkerLeague View on Bluesky
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