# blender

Published articles for blender.

This is one page of public article previews, not the complete archive. Follow Next page to continue. Summaries are not the original full articles.

## How to Use AI Agents to Prepare 3D Scenes for Simulation

DevFeed: [How to Use AI Agents to Prepare 3D Scenes for Simulation](<https://devfeed.tech/articles/how-to-use-ai-agents-to-prepare-3d-scenes-for-simulation-31484.md>)

Original publisher: [Read original article](<https://developer.nvidia.com/blog/how-to-use-ai-agents-to-prepare-3d-scenes-for-simulation/>)

Author: Tanya Lenz

Published: 2026-09-16T23:20:33Z

Content type: tutorial

Language: en

Sources: [NVIDIA Developer](<https://devfeed.tech/sources/nvidia-developer.md>), [NVIDIA Technical Blog](<https://devfeed.tech/sources/nvidia-technical-blog.md>)

Topics: [Artificial Intelligence](<https://devfeed.tech/topics/ai.md>), [Simulation](<https://devfeed.tech/topics/simulation.md>), [Physical AI](<https://devfeed.tech/topics/physical-ai.md>), [Simulation and Design](<https://devfeed.tech/topics/simulation-and-design.md>), [blender](<https://devfeed.tech/topics/blender.md>), [Isaac Sim](<https://devfeed.tech/topics/isaac-sim.md>), [Omniverse](<https://devfeed.tech/topics/omniverse.md>), [Robotics Simulation](<https://devfeed.tech/topics/robotics-simulation.md>), [Robotics](<https://devfeed.tech/topics/robotics.md>)

Tags: [3d](<https://devfeed.tech/tags/3d.md>), [agentic](<https://devfeed.tech/tags/agentic.md>), [agentic-ai-generative-ai](<https://devfeed.tech/tags/agentic-ai-generative-ai.md>), [agents](<https://devfeed.tech/tags/agents.md>), [ai](<https://devfeed.tech/tags/ai.md>), [blender](<https://devfeed.tech/tags/blender.md>), [gpt-6-astra](<https://devfeed.tech/tags/gpt-6-astra.md>), [how-to](<https://devfeed.tech/tags/how-to.md>), [isaac-sim](<https://devfeed.tech/tags/isaac-sim.md>), [nemoclaw](<https://devfeed.tech/tags/nemoclaw.md>), [nvidia](<https://devfeed.tech/tags/nvidia.md>), [omniverse](<https://devfeed.tech/tags/omniverse.md>), [openai](<https://devfeed.tech/tags/openai.md>), [openusd](<https://devfeed.tech/tags/openusd.md>), [physical-ai](<https://devfeed.tech/tags/physical-ai.md>), [robotics](<https://devfeed.tech/tags/robotics.md>), [robotics-simulation](<https://devfeed.tech/tags/robotics-simulation.md>), [simulation](<https://devfeed.tech/tags/simulation.md>), [simulation-modeling-design](<https://devfeed.tech/tags/simulation-modeling-design.md>)

### AI overview

This tutorial describes an agentic workflow for preparing Blender 3D scenes for robotics simulation. It covers scene inspection, OpenUSD metadata, physics properties, rendering preflight views, and validation for simulation-ready handoff to NVIDIA Isaac Sim or Isaac Lab.

### Source excerpt

Agentic AI workflows can be used to prepare and validate digital twins for physical AI systems. Agents can inspect 3D scenes, author simulation-relevant data in...

## .blend URL Viewer

DevFeed: [.blend URL Viewer](<https://devfeed.tech/articles/blend-url-viewer-31185.md>)

Original publisher: [Read original article](<https://simonwillison.net/2026/Sep/9/blender-viewer/>)

Author: Simon Willison

Published: 2026-09-09T23:58:32Z

Content type: article

Language: en

Sources: [Simon Willison's Weblog](<https://devfeed.tech/sources/simon-willison-s-weblog.md>)

Topics: [blender](<https://devfeed.tech/topics/blender.md>), [3D](<https://devfeed.tech/topics/3d.md>), [Artificial Intelligence](<https://devfeed.tech/topics/ai.md>), [Generative AI](<https://devfeed.tech/topics/generative-ai.md>), [Large Language Model](<https://devfeed.tech/topics/llm.md>), [AI-assisted coding](<https://devfeed.tech/topics/ai-assisted-coding.md>), [browser](<https://devfeed.tech/topics/browser.md>)

Tags: [3d](<https://devfeed.tech/tags/3d.md>), [3d-18](<https://devfeed.tech/tags/3d-18.md>), [ai](<https://devfeed.tech/tags/ai.md>), [ai-2-236](<https://devfeed.tech/tags/ai-2-236.md>), [blender](<https://devfeed.tech/tags/blender.md>), [blender-4](<https://devfeed.tech/tags/blender-4.md>), [codex](<https://devfeed.tech/tags/codex.md>), [codex-57](<https://devfeed.tech/tags/codex-57.md>), [coding-agents](<https://devfeed.tech/tags/coding-agents.md>), [coding-agents-248](<https://devfeed.tech/tags/coding-agents-248.md>), [generative-ai](<https://devfeed.tech/tags/generative-ai.md>), [generative-ai-1-982](<https://devfeed.tech/tags/generative-ai-1-982.md>), [gpt-6-astra](<https://devfeed.tech/tags/gpt-6-astra.md>), [gpt-6-astra-9](<https://devfeed.tech/tags/gpt-6-astra-9.md>), [javascript](<https://devfeed.tech/tags/javascript.md>), [javascript-764](<https://devfeed.tech/tags/javascript-764.md>), [llms](<https://devfeed.tech/tags/llms.md>), [llms-1-948](<https://devfeed.tech/tags/llms-1-948.md>), [tools](<https://devfeed.tech/tags/tools.md>), [tools-78](<https://devfeed.tech/tags/tools-78.md>)

### AI overview

The article presents a .blend URL Viewer built from an existing Blender viewing experiment. It describes using ChatGPT Images 2.5 to generate a Pluribus-themed Fabergé egg image, then using Codex running GPT-6 Astra to create Blender model files that can be viewed in a browser.

### Source excerpt

Tool: .blend URL Viewer I'm continuing to have a lot of fun with GPT-6 Astra and Blender (see my TIL). As a big fan of the Imperial Fabergé Easter eggs, I've always thought it would be fun to make some new ones that celebrate popular culture. Yesterday I decided to try out the new ChatGPT Images 2.5 by running this prompt: Generate a photo of a faberge egg that's themed after the TV show Pluribus - research first It gave me this - honestly not bad for a first attempt! Then, just to see what would happen, I pasted that image into Codex running GPT-6 Astra (high) and prompted: Use your blender local skill to create a blender model of this faverge egg (Here's the skill file, which I created like this.) It churned away for 17m51s and built me several .blend files. I already had this vibe-coded Blender viewing experiment lying around, so I added that to my tools collection and now you can use it to see my Pluribus blender model in your browser: Tags: 3d, javascript, tools, ai, generative-ai, llms, blender, coding-agents, codex, gpt-6-astra

## GPT-6 Astra Is Both Incredible and Frustrating

DevFeed: [GPT-6 Astra Is Both Incredible and Frustrating](<https://devfeed.tech/articles/gpt-6-astra-is-both-incredible-and-frustrating-34993.md>)

Original publisher: [Read original article](<https://creatoreconomy.so/p/gpt-6-astra-is-both-incredible-and>)

Author: Peter Yang

Published: 2026-09-09T14:27:15Z

Content type: opinion

Language: en

Sources: [Behind the Craft](<https://devfeed.tech/sources/behind-the-craft.md>)

Topics: [gpt-6-astra](<https://devfeed.tech/topics/gpt-6-astra.md>), [Artificial Intelligence](<https://devfeed.tech/topics/ai.md>), [OpenAI](<https://devfeed.tech/topics/openai.md>), [computer-use](<https://devfeed.tech/topics/computer-use.md>), [blender](<https://devfeed.tech/topics/blender.md>), [Godot](<https://devfeed.tech/topics/godot.md>), [Demo](<https://devfeed.tech/topics/demo.md>), [Tutorial](<https://devfeed.tech/topics/tutorial.md>), [3D](<https://devfeed.tech/topics/3d.md>)

Tags: [3d](<https://devfeed.tech/tags/3d.md>), [ai](<https://devfeed.tech/tags/ai.md>), [blender](<https://devfeed.tech/tags/blender.md>), [computer-use](<https://devfeed.tech/tags/computer-use.md>), [game](<https://devfeed.tech/tags/game.md>), [games](<https://devfeed.tech/tags/games.md>), [gpt-6-astra](<https://devfeed.tech/tags/gpt-6-astra.md>), [openai](<https://devfeed.tech/tags/openai.md>), [tutorial](<https://devfeed.tech/tags/tutorial.md>)

### AI overview

A hands-on opinion piece about OpenAI's GPT-6 Astra, describing strengths in games, 3D model creation, strategic thinking, and computer use, while noting problems that prevent it from becoming the author's daily driver. The article also outlines a workflow using Blender, Godot, and ChatGPT to build games.

### Source excerpt

What OpenAI's new model does well, where it falls short, and how I'm using it.

## Hands-on GPT-6 Astra review covering computer use, coding, hardware, Blender, and desktop app projects

DevFeed: [Hands-on GPT-6 Astra review covering computer use, coding, hardware, Blender, and desktop app projects](<https://devfeed.tech/articles/gpt-6-astra-is-a-banger-here-s-everything-i-ve-built-40015.md>)

Original publisher: [Read original article](<https://www.lennysnewsletter.com/p/gpt-6-astra-is-a-banger-heres-everything>)

Author: Claire Vo

Published: 2026-09-03T19:34:20Z

Content type: opinion

Language: en

Sources: [Lenny's Newsletter](<https://devfeed.tech/sources/lenny-s-newsletter.md>)

Topics: [gpt-6-astra](<https://devfeed.tech/topics/gpt-6-astra.md>), [Artificial Intelligence](<https://devfeed.tech/topics/ai.md>), [computer-use](<https://devfeed.tech/topics/computer-use.md>), [coding](<https://devfeed.tech/topics/coding.md>), [blender](<https://devfeed.tech/topics/blender.md>), [Figma](<https://devfeed.tech/topics/figma.md>), [codex](<https://devfeed.tech/topics/codex.md>)

Tags: [ai](<https://devfeed.tech/tags/ai.md>), [blender](<https://devfeed.tech/tags/blender.md>), [codex](<https://devfeed.tech/tags/codex.md>), [coding](<https://devfeed.tech/tags/coding.md>), [computer-use](<https://devfeed.tech/tags/computer-use.md>), [figma](<https://devfeed.tech/tags/figma.md>), [gpt-6-astra](<https://devfeed.tech/tags/gpt-6-astra.md>)

### AI overview

A hands-on review of GPT-6 Astra covering computer use, browser-based QA, coding projects, a hardware hack, Blender 3D asset creation, and a Mac app. The episode also discusses speed, cost, and whether Astra is suitable as a daily driver.

### Source excerpt

Watch now | 🎙 My hands-on GPT-6 Astra review covers real production work in Figma, Flora, and Adio, one-shot coding wins 5.6 and Fable couldn't match, and a hardware hack I've chased for months

## Geometry Nodes Physics

DevFeed: [Geometry Nodes Physics](<https://devfeed.tech/articles/geometry-nodes-physics-19185.md>)

Original publisher: [Read original article](<https://code.blender.org/2026/07/geometry-nodes-physics/>)

Author: Jacques Lucke

Published: 2026-07-30T14:52:49Z

Content type: article

Language: en

Sources: [Blender](<https://devfeed.tech/sources/blender.md>)

Topics: [Simulation](<https://devfeed.tech/topics/simulation.md>), [Framework](<https://devfeed.tech/topics/framework.md>), [systems](<https://devfeed.tech/topics/systems.md>)

Tags: [blender](<https://devfeed.tech/tags/blender.md>), [collection](<https://devfeed.tech/tags/collection.md>), [experimental](<https://devfeed.tech/tags/experimental.md>), [features](<https://devfeed.tech/tags/features.md>), [general-development](<https://devfeed.tech/tags/general-development.md>), [geometry-nodes](<https://devfeed.tech/tags/geometry-nodes.md>), [gravity](<https://devfeed.tech/tags/gravity.md>), [lts](<https://devfeed.tech/tags/lts.md>), [mesh](<https://devfeed.tech/tags/mesh.md>), [node](<https://devfeed.tech/tags/node.md>), [physics](<https://devfeed.tech/tags/physics.md>), [procedural](<https://devfeed.tech/tags/procedural.md>), [systems](<https://devfeed.tech/tags/systems.md>), [vectors](<https://devfeed.tech/tags/vectors.md>), [workflow](<https://devfeed.tech/tags/workflow.md>)

### AI overview

This article describes Blender 5.2 LTS's new experimental hair and cloth dynamics system built with Geometry Nodes. It explains the declarative XPBD simulation framework, cloth and hair workflows, geometry bundles, and customizable effectors such as colliders, custom forces, and custom behavior closures.

### Source excerpt

Geometry Nodes Physics in Blender 5.2 LTS and beyond.

## Game Builder Tutorial 3: Build a First-Person 3D Dungeon

DevFeed: [Game Builder Tutorial 3: Build a First-Person 3D Dungeon](<https://devfeed.tech/articles/game-builder-tutorial-3-build-a-first-person-3d-dungeon-19310.md>)

Original publisher: [Read original article](<https://www.codenameone.com/blog/game-builder-3d-dungeon/>)

Author: Shai Almog

Published: 2026-07-09T00:00:00Z

Content type: tutorial

Language: en

Sources: [CodeName One](<https://devfeed.tech/sources/codename-one.md>)

Topics: [Tutorial](<https://devfeed.tech/topics/tutorial.md>), [3D](<https://devfeed.tech/topics/3d.md>), [Code](<https://devfeed.tech/topics/code.md>), [GPU](<https://devfeed.tech/topics/gpu.md>)

Tags: [3d](<https://devfeed.tech/tags/3d.md>), [blender](<https://devfeed.tech/tags/blender.md>), [build](<https://devfeed.tech/tags/build.md>), [camera](<https://devfeed.tech/tags/camera.md>), [code](<https://devfeed.tech/tags/code.md>), [games](<https://devfeed.tech/tags/games.md>), [gltf](<https://devfeed.tech/tags/gltf.md>), [gpu](<https://devfeed.tech/tags/gpu.md>), [lighting](<https://devfeed.tech/tags/lighting.md>), [map](<https://devfeed.tech/tags/map.md>), [mesh](<https://devfeed.tech/tags/mesh.md>), [model](<https://devfeed.tech/tags/model.md>), [tutorial](<https://devfeed.tech/tags/tutorial.md>)

### AI overview

A tutorial for building a first-person 3D dungeon with Codename One Game Builder. It covers 3D scene setup, genre-specific play styles, mesh-based assets, lighting, collision, and importing glTF models.

### Source excerpt

A code-included walkthrough that builds a first-person 3D dungeon with the Codename One Game Builder -- terrain, walls, a spawn, the companion code, and streaming large worlds.

## Anatomy of a Room

DevFeed: [Anatomy of a Room](<https://devfeed.tech/articles/anatomy-of-a-room-40646.md>)

Original publisher: [Read original article](<https://eviltrout.com/blog/2026-03-23-anatomy-of-a-room/>)

Published: 2026-03-23T00:00:00Z

Content type: article

Language: en

Sources: [Robin Ward](<https://devfeed.tech/sources/robin-ward.md>)

Topics: [3D](<https://devfeed.tech/topics/3d.md>), [blender](<https://devfeed.tech/topics/blender.md>), [layout](<https://devfeed.tech/topics/layout.md>), [structure](<https://devfeed.tech/topics/structure.md>)

Tags: [3d](<https://devfeed.tech/tags/3d.md>), [blender](<https://devfeed.tech/tags/blender.md>), [game](<https://devfeed.tech/tags/game.md>), [layout](<https://devfeed.tech/tags/layout.md>), [structure](<https://devfeed.tech/tags/structure.md>)

### AI overview

The article explains how the team designed rooms for The Incident at Galley House, an adaptation of the text-based game Type Help. It covers creating a believable floor plan, modeling the house and rooms in Blender, preparing art briefs with references and game-specific requirements, and producing illustrations from 3D scenes.

### Source excerpt

Background Our next game, The Incident at Galley House, is an adaptation of a text-based game called Type Help. It takes place at Galley House, a dwelling in the English countryside, during a dinner party where things go sideways. Galley House is divided into many rooms, and the core gameplay involves following characters from room to room, listening in on their conversations, learning their motives, and eventually piecing together a mysterious incident.

## Volume Grids in Geometry Nodes

DevFeed: [Volume Grids in Geometry Nodes](<https://devfeed.tech/articles/volume-grids-in-geometry-nodes-19182.md>)

Original publisher: [Read original article](<https://code.blender.org/2025/10/volume-grids-in-geometry-nodes/>)

Author: Hans Goudey

Published: 2025-10-07T20:29:49Z

Content type: release

Language: en

Sources: [Blender](<https://devfeed.tech/sources/blender.md>)

Topics: [data](<https://devfeed.tech/topics/data.md>), [Data structures](<https://devfeed.tech/topics/data-structures.md>), [Library](<https://devfeed.tech/topics/library.md>), [signed distance functions](<https://devfeed.tech/topics/signed-distance-functions.md>)

Tags: [3d](<https://devfeed.tech/tags/3d.md>), [blender](<https://devfeed.tech/tags/blender.md>), [data-structure](<https://devfeed.tech/tags/data-structure.md>), [general-development](<https://devfeed.tech/tags/general-development.md>), [geometry-nodes](<https://devfeed.tech/tags/geometry-nodes.md>), [library](<https://devfeed.tech/tags/library.md>), [sdf](<https://devfeed.tech/tags/sdf.md>), [volume](<https://devfeed.tech/tags/volume.md>)

### AI overview

Blender 5.0 expands Geometry Nodes support for volumetric data with a new volume grid data type. Grids can store float, vector, and other primitive values, be modified with math nodes, and be viewed or attached to geometry.

### Source excerpt

In Blender 5.0, Geometry Nodes support for volumetric data will be significantly better.

## New Socket Shapes

DevFeed: [New Socket Shapes](<https://devfeed.tech/articles/new-socket-shapes-19179.md>)

Original publisher: [Read original article](<https://code.blender.org/2025/08/new-socket-shapes/>)

Author: Jacques Lucke

Published: 2025-08-08T07:41:15Z

Content type: article

Language: en

Sources: [Blender](<https://devfeed.tech/sources/blender.md>)

Topics: [Development](<https://devfeed.tech/topics/development.md>), [data](<https://devfeed.tech/topics/data.md>)

Tags: [blender](<https://devfeed.tech/tags/blender.md>), [design](<https://devfeed.tech/tags/design.md>), [diamond](<https://devfeed.tech/tags/diamond.md>), [general-development](<https://devfeed.tech/tags/general-development.md>), [geometry-nodes](<https://devfeed.tech/tags/geometry-nodes.md>), [node](<https://devfeed.tech/tags/node.md>), [structure](<https://devfeed.tech/tags/structure.md>), [types](<https://devfeed.tech/tags/types.md>), [volume](<https://devfeed.tech/tags/volume.md>)

### AI overview

The article explains Blender 5.0's redesign of Geometry Nodes socket shapes. It describes the limitations of the previous shapes, the need to support newer socket types such as lists and volume grids, and how socket shape, color, and tooltips communicate data structure and analysis information.

### Source excerpt

Changing the meaning of socket shapes for Blender 5.0.

## The Making of a Logo

DevFeed: [The Making of a Logo](<https://devfeed.tech/articles/the-making-of-a-logo-39442.md>)

Original publisher: [Read original article](<https://aerotwist.com/blog/the-making-of-a-logo/>)

Author: Paul Lewis

Published: 2025-01-15T00:00:00Z

Content type: opinion

Language: en

Sources: [Paul Lewis](<https://devfeed.tech/sources/paul-lewis.md>)

Topics: [Website](<https://devfeed.tech/topics/website.md>), [blender](<https://devfeed.tech/topics/blender.md>), [3D](<https://devfeed.tech/topics/3d.md>), [stl](<https://devfeed.tech/topics/stl.md>), [SVG](<https://devfeed.tech/topics/svg.md>), [export](<https://devfeed.tech/topics/export.md>), [render](<https://devfeed.tech/topics/render.md>), [Sketch](<https://devfeed.tech/topics/sketch.md>)

Tags: [3d](<https://devfeed.tech/tags/3d.md>), [3d-printed](<https://devfeed.tech/tags/3d-printed.md>), [blender](<https://devfeed.tech/tags/blender.md>), [cameras](<https://devfeed.tech/tags/cameras.md>), [export](<https://devfeed.tech/tags/export.md>), [file](<https://devfeed.tech/tags/file.md>), [logo](<https://devfeed.tech/tags/logo.md>), [making](<https://devfeed.tech/tags/making.md>), [render](<https://devfeed.tech/tags/render.md>), [stl](<https://devfeed.tech/tags/stl.md>), [svg](<https://devfeed.tech/tags/svg.md>), [update](<https://devfeed.tech/tags/update.md>), [website](<https://devfeed.tech/tags/website.md>)

### AI overview

The author describes creating a new Aerotwist logo, starting with sketches on a reMarkable 2 tablet, refining it as a vector and SVG, and preparing it for 3D printing by exporting an STL from Blender.

### Source excerpt

A new website, and a 3D printed logo!

## Thread Count Scaling Part 2. Blender and Clang

DevFeed: [Thread Count Scaling Part 2. Blender and Clang](<https://devfeed.tech/articles/thread-count-scaling-part-2-blender-and-clang-13641.md>)

Original publisher: [Read original article](<https://easyperf.net/blog/2024/05/10/Thread-Count-Scaling-Part2>)

Author: Denis Bakhvalov

Published: 2024-05-10T04:00:00Z

Content type: article

Language: en

Sources: [Denis Bakhvalov](<https://devfeed.tech/sources/denis-bakhvalov.md>)

Topics: [Benchmark](<https://devfeed.tech/topics/benchmark.md>), [benchmarking](<https://devfeed.tech/topics/benchmarking.md>), [Concurrency](<https://devfeed.tech/topics/concurrency.md>), [C++](<https://devfeed.tech/topics/c-plus-plus.md>), [Processes](<https://devfeed.tech/topics/processes.md>)

Tags: [benchmark](<https://devfeed.tech/tags/benchmark.md>), [blender](<https://devfeed.tech/tags/blender.md>), [book-chapters](<https://devfeed.tech/tags/book-chapters.md>), [c-plus-plus](<https://devfeed.tech/tags/c-plus-plus.md>), [clang](<https://devfeed.tech/tags/clang.md>), [compilation](<https://devfeed.tech/tags/compilation.md>), [concurrency](<https://devfeed.tech/tags/concurrency.md>), [floating-point](<https://devfeed.tech/tags/floating-point.md>), [parallel](<https://devfeed.tech/tags/parallel.md>), [parallelism](<https://devfeed.tech/tags/parallelism.md>), [performance](<https://devfeed.tech/tags/performance.md>), [performance-analysis](<https://devfeed.tech/tags/performance-analysis.md>), [process](<https://devfeed.tech/tags/process.md>), [scale](<https://devfeed.tech/tags/scale.md>), [thread](<https://devfeed.tech/tags/thread.md>), [threads](<https://devfeed.tech/tags/threads.md>)

### AI overview

This article examines thread-count scaling in Blender and Clang. Blender scales across the available threads because its rendering workload is highly parallelizable, but scaling declines as E-cores and SMT sibling threads are used. Clang compilation is also massively parallel, though its scaling is affected by cache and branch behavior, core differences, SMT, and frequency throttling.

### Source excerpt

Subscribe to my newsletter, support me on Patreon, Github, or by PayPal donation. This blog is an excerpt from the book. More details in the introduction. Blender is the only benchmark in our suite that continues to scale up to all 16 threads in the system. The reason for this is that the workload is highly parallelizable. The rendering process is divided into small tiles, and each tile can be rendered independently. However, even with this high level of parallelism, the scaling is only .

## The Secrets of Skellig

DevFeed: [The Secrets of Skellig](<https://devfeed.tech/articles/the-secrets-of-skellig-40643.md>)

Original publisher: [Read original article](<https://eviltrout.com/blog/2023-07-17-the-secrets-of-skellig/>)

Published: 2023-07-17T00:00:00Z

Content type: release

Language: en

Sources: [Robin Ward](<https://devfeed.tech/sources/robin-ward.md>)

Topics: [Game Development](<https://devfeed.tech/topics/game-development.md>), [Godot](<https://devfeed.tech/topics/godot.md>), [blender](<https://devfeed.tech/topics/blender.md>), [3D](<https://devfeed.tech/topics/3d.md>)

Tags: [blender](<https://devfeed.tech/tags/blender.md>), [development](<https://devfeed.tech/tags/development.md>), [game](<https://devfeed.tech/tags/game.md>), [game-development](<https://devfeed.tech/tags/game-development.md>), [games](<https://devfeed.tech/tags/games.md>), [puzzle](<https://devfeed.tech/tags/puzzle.md>)

### AI overview

The author announces The Secrets of Skellig, a puzzle game inspired by crosswords, while noting that the project is currently on indefinite hold. The article describes learning Blender and Godot while developing the game primarily alone.

### Source excerpt

Note: The Secrets of Skellig is on indefinite hold now while I work on other things. I've wanted to dip my feet back into game development for a while, and last year I decided to put my money where my mouth is. I resigned from my full time job at Discourse and pulled up a bunch of YouTube tutorials on Blender and Godot. It's been a ridiculous amount of fun, and I've learned so much about how modern 3D games are made. I'm finally ready to announce what I've been working on. It's a puzzle game, inspired by crosswords, called "The Secrets of Skellig."

## How "Meet the PinePhone Pro" was made

DevFeed: [How "Meet the PinePhone Pro" was made](<https://devfeed.tech/articles/how-meet-the-pinephone-pro-was-made-34851.md>)

Original publisher: [Read original article](<https://pine64.org/2021/10/27/how-meet-the-pinephone-pro-was-made/>)

Published: 2021-10-27T00:00:00Z

Content type: article

Language: en

Sources: [Community blog on PINE64](<https://devfeed.tech/sources/community-blog-on-pine64.md>)

Topics: [Pinephone-Pro](<https://devfeed.tech/topics/pinephone-pro.md>), [blender](<https://devfeed.tech/topics/blender.md>), [Pine64](<https://devfeed.tech/topics/pine64.md>), [Open Source](<https://devfeed.tech/topics/open-source.md>), [Graphics](<https://devfeed.tech/topics/graphics.md>), [gnu linux](<https://devfeed.tech/topics/gnu-linux.md>)

Tags: [blender](<https://devfeed.tech/tags/blender.md>), [community](<https://devfeed.tech/tags/community.md>), [cuda](<https://devfeed.tech/tags/cuda.md>), [gnu-linux](<https://devfeed.tech/tags/gnu-linux.md>), [graphics](<https://devfeed.tech/tags/graphics.md>), [open-source](<https://devfeed.tech/tags/open-source.md>), [pine64](<https://devfeed.tech/tags/pine64.md>), [pinephone-pro](<https://devfeed.tech/tags/pinephone-pro.md>), [raytracing](<https://devfeed.tech/tags/raytracing.md>)

### AI overview

This article explains how the "Meet the PinePhone Pro" trailer and product renderings were produced. It describes the volunteer community's workflow, including modelling, scene creation, animation, storytelling, music, voice recording, editing, and rendering with Blender and other free and open source tools.

### Source excerpt

As PINE64's flagship mainline GNU/Linux smartphone, the PinePhone Pro, was about to be announced, a trailer and some nice renderings showcasing the phone and its features had to be produced. The groundwork for the trailer was started in February 2021 and took all the way up to a few days before the trailer was released at October 15th 2021. The work for the trailer included making the material and models, creating the scene and the surroundings, animating the scenes, establishing a story in the video, finding fitting music, cutting it and adding sound details, writing and recording the text and cutting the video, which took many hours of work until the following trailer was released: https://www.youtube.com/watch?v=wP2-6Z74W44 The trailer is almost entirely made with free and open source software - modelling, the scenes, animations and final cut including the music is all done in Blender, vector graphics and some smaller graphical edits for the screen contents are done in Inkscape and Gimp. The trailer is made by volunteers from the community. The visuals The general idea of the trailer was to tell a story: visually we wanted to lead the viewer from the history of the PinePhone, to the introduction of the PinePhone Pro including its features, to the actual usage. Not only did we want to tell the story of PINE64 making shipping such a device real but also point the viewer to what was achieved so far and what the user can achieve using the phone. We selected a darker setting for the intro part of the video and we tried to go for brighter settings mixed with realistic settings for the PinePhone Pro introduction part of the video. For product renderings typically Blender Cycles is used, which has the downside that the raytracing can take a very long time to achieve a fine rendering quality, unlike Blender's Eevee architecture using rasterization instead of raytracing (especially used effects such as depth of field and other makes raytracing a must here). That means even

## Plotting patterns in music with a fantasy record player

DevFeed: [Plotting patterns in music with a fantasy record player](<https://devfeed.tech/articles/plotting-patterns-in-music-with-a-fantasy-record-player-21656.md>)

Original publisher: [Read original article](<https://www.windytan.com/2020/12/plotting-patterns-in-music-with-fantasy.html>)

Author: Oona Räisänen (noreply@blogger.com)

Published: 2020-12-08T21:42:00Z

Content type: article

Language: en

Sources: [Oona Räisänen](<https://devfeed.tech/sources/oona-raisanen.md>)

Topics: [Script](<https://devfeed.tech/topics/script.md>), [e-ink](<https://devfeed.tech/topics/e-ink.md>), [3D](<https://devfeed.tech/topics/3d.md>)

Tags: [3d](<https://devfeed.tech/tags/3d.md>), [art](<https://devfeed.tech/tags/art.md>), [audio-media](<https://devfeed.tech/tags/audio-media.md>), [blender](<https://devfeed.tech/tags/blender.md>), [computer](<https://devfeed.tech/tags/computer.md>), [e-ink](<https://devfeed.tech/tags/e-ink.md>), [experiment](<https://devfeed.tech/tags/experiment.md>), [music](<https://devfeed.tech/tags/music.md>), [patterns](<https://devfeed.tech/tags/patterns.md>), [physics](<https://devfeed.tech/tags/physics.md>), [plotting](<https://devfeed.tech/tags/plotting.md>), [script](<https://devfeed.tech/tags/script.md>), [shower-thoughts](<https://devfeed.tech/tags/shower-thoughts.md>), [signal](<https://devfeed.tech/tags/signal.md>), [video](<https://devfeed.tech/tags/video.md>)

### AI overview

The article explores how a vinyl record's wavy surface pattern can reflect the tempo and beat structure of its music. It describes a script that plots FLAC amplitude into a tempo-based grid and discusses clearer patterns in quantized electronic, pop, and rock music, along with a 3D-rendered fantasy record-player experiment.

### Source excerpt

Back in April I bought a vinyl record that had a weird wavy pattern near the outer edge. I though I may have broken it somehow but couldn't even test this because I don't own a record player. *) But when I took a closer look at the pattern it seemed to somehow follow changes in the music. That doesn't look like damage at all. When I played the CD version it became clear: this was an artifact of the tempo of the electronic track (100 bpm) being a multiple of the rotational speed (33 1/3 rpm), and these were probably drum hits! My tweet sparked some interesting discussion and I've been pondering this ever since. Could we plot any song as a loop or grid based on its own tempo and see interesting patterns? (*) I know, it's a little odd. But I have a few unplayed vinyl records waiting for the day that I finally have the proper equipment. By the way, the song was Black Pink by RinneRadio from their wonderful album staRRk. I wrote a little script to do just this: to plot the amplitude of the FLAC into a grid with an adjustable width. The result looks very similar to the pattern on the vinyl surface! Note that this image is a "straightened out" version of the disc surface and it's showing three of those wavy patterns. The top edge corresponds to the outer edge of the vinyl. Later I wrote a little more ambitious plotter that shall be explained soon. Computer-conducted music gives best patterns After plotting several different songs against their own tempo like this it seemed that in addition to electronic music a lot of pop and rock has this type of a pattern, too. The most striking and clear patterns can be seen in music that makes use of drum samples in a quantized time base (aka. a drum machine): the same kick drum sample, for example, repeats four times in each bar, perfectly timed by a computer so that they align in phase. Somewhat similar patterns can be seen in live music that is played to a "click track": each band member hears a common computer-generated time signal

## Blender SVG Export Experiment

DevFeed: [Blender SVG Export Experiment](<https://devfeed.tech/articles/untitled-art-37192.md>)

Original publisher: [Read original article](<https://muffinman.io/art/3d-cubes-untitled/>)

Author: Stanko

Published: 2020-10-12T00:00:00Z

Content type: article

Language: en

Sources: [Stanko Tadić](<https://devfeed.tech/sources/stanko-tadic.md>)

Topics: [blender](<https://devfeed.tech/topics/blender.md>), [export](<https://devfeed.tech/topics/export.md>), [SVG](<https://devfeed.tech/topics/svg.md>)

Tags: [art](<https://devfeed.tech/tags/art.md>), [blender](<https://devfeed.tech/tags/blender.md>), [export](<https://devfeed.tech/tags/export.md>), [svg](<https://devfeed.tech/tags/svg.md>)

### AI overview

An art experiment using Blender's SVG export, resulting in two plots with slightly different sizes because one was cut incorrectly.

### Source excerpt

One plot ended up being smaller because I screwed up cutting it. Created: October 2020Size: 15x15cm and 13x13cmPaper: Fabriano Bristol 250gsmPens: Molotow Blackliner, Koi Coloring Brush, Mechanical pencil