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Tested this on both a desktop (with a 3GB GTX 1060 and a Ryzen 3 3200g), and a laptop (with an RTX 2080, and an i7-8750H).

When rendering on either Nvidia GPU, or the AMD iGPU, rendering simply doesn’t work.

However, when rendering through the Intel iGPU, rendering works perfectly fine.

This is incredibly unusual! Normally when a game’s rendering is broken on all but a specific vendor’s cards, it ends up being specifically Nvidia cards that a game works on. We genuinely have no idea how your game’s specifically only rendering under Intel’s OpenGL driver.

If your game were using GLES, we’d suggest piping the relevant calls to ANGLE and seeing about debugging in that environment, but it seems you’re using standard OpenGL, so that wouldn’t be helpful here.

Our attempts to investigate what’s going on under the hood were stopped short by Renderdoc being incompatible with OpenGL contexts created without attributes.

As for the game itself: it’s a pretty neat tech demo! We’re always a sucker for active ragdoll physics, and you’ve got that along with soft body physics working quite well. It’s fairly impressive for something that’s entirely procgen’d!

thank you! you probably understand how much i appreciate feedback ;) most of the "artwork" went into wobble parameterisation, i figured with that being about the only "substance" here, it would be better to experience that responsively rather than view it in a video. i'll throw the first version back up for nvidia cards for the time being :p