[a normal day in the Li-Qi Household]

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[a normal day in the Li-Qi Household]
image is from here
Here's a collection of sites where you get materials, textures, skyboxes, HDRIs, and the like!
http://texturer.com/sub72/ Free textures that can be used for personal or commercial projects.
Open Game Art A collect of textures for games released under various licenses such as creative commons.
https://textures.pixel-furnace.com/ Free textures for non-commercial and commercial projects. Credits are not required but appreciated.
https://www.clipartmax.com/ A collection of transparent pngs that can be used in game projects, but it seems to be mostly copyrighted stuff, so I strongly recommend only using these for free stuff like mods, fan games, etc
https://www.renderhub.com/seamless-textures Paid site where you can purchase textures and materials.
https://www.textures-resource.com/ A site that collect textures ripped from video games. Not usable in commercial projects, but you may be able to use these for mods, fan games, etc. Site also features skyboxes from games!
https://www.textures.com/ A site providing both paid and free textures for your projects.
https://3dtextures.me/ Free Creative Commons 0 textures you can use for your projects.
https://polyhaven.com/ Free textures that can be used for personal or commercial projects. Site also features HDRIs which may also be usable as skyboxes!
https://ambientcg.com/ Free textures and HDRIs!
CG Trader Kind of a confusing/messy interface on this site, but they do have free textures!
https://www.cgbookcase.com/textures/ free creative commons 0 textures.
https://www.sketchuptextureclub.com/ Royalty free textures that can be used for both personal and commercial projects.
https://cgaxis.com/all-access-v5/ Site providing both free and paid textures. Registration is required to download the free stuff.
https://quixel.com/megascans/free A collection of free textures and models, seems to require downloaded software and/or an installation of unreal engine.
Fab Related to Quixel, another source for free textures to use in unreal engine.
https://texture.ninja/ a collection of public domain textures.
https://itch.io/game-assets/free/tag-textures Lots of free and paid textures are available on this great site!
🎮 Checkered Flag (Atari Jaguar) Longplay
#CheckeredFlag #Jaguar #Atari #VirtuaRacing #AtariJaguar #Race #racer #racing #drive #driver #driving #simulation #simulator #f1 #formula1 #3dgames #arcade #megadrive #AtariLynx #segagenesis #sega #AlienVsPredator #Lynx #Cybermorph #Viciogame #Gameplay #Walkthrough #Playthrough #Longplay #Gaming #RetroGaming #Games
Been playing Heartopia for quite some time now (closed beta testing)
It's so cute, reminds me of Animal Crossing a lot, made so many friends there from all over the world! There's a build-it translator for different languages, so it was much easier to communicate with people who don't speak English.
If I remember right, it'll come in Jan or Aug 2026 — super excited for it!
The fact that dragon quest 11 has a mode where the entire game is recreated in 2d is one of the coolest shit ever and i wish more games did stuff like this
⋆౨ৎ˚⟡˖ ࣪
I decided to try alpha cc once again ヽ(>∀<☆)ノ
I think there should be documentation on what unique game design can be afforded while working with 2D or 3D space. I don’t really have a point here, just a few observations on a really good game.
Neon White is a speedrunning based 3D platformer. Each level you navigate through a simple very a to b to c obstacle course. Think Super Mario 3D world. It’s linear in a 3D space.
Then you do it again trying to skip over as much of it as you can to get a better time.
It has very fun visuals, as it has you parkouring through a bunch of buildings in the sky.
What’s interesting though, is that because of the extra space afforded by having a whole extra dimension to work with, it can combine its shortcuts and decorative elements.
In 2D space decorations usually can’t be tangible, because they can’t interrupt the main path. Alternatively if the player spots a platform deviating from the main path, “that has to be a shortcut, why else would it be there.”
I’d imagine there’s also psychology at play, about how we may be more prone to treat 3D games as “separate reality” where we treat 2D games as “creation designed for amusement.” Likely because reality is a 3D space.
Neon White deliberately abuses its unique privilege of being able to place things to the side, to make decorations with collision.
The game moves to muddy the line between “play area” and “real location” with random pillars (floating platforms) and flowing water (conveyor belts) that clearly don’t help at all in getting from point to point, but just look nice.
Which makes it all the more surprising when one of those actually was a shortcut.
Additionally back to psychology I’d expect that your perspective being “facing forwards” not “omniscient observer that can see all relevant playspace” encourages you to instinctually go from point to point, giving you a pattern to break out of.
As such it gives this great “stop seeing things of how they are intended to be, and start thinking of what they can be” vibe that I imagine is quite speedrunner-y.
I don’t think you could replicate this feeling this way in 2D space. Maybe if the player could clip through walls.
Maybe all this is a little obvious, maybe I could’ve phrased it better, but I figure it ought to be said.