Developed Bakery (a GPU lightmapper) and some other tools.
Ex-PlayCanvas engine dev.
Working on Faded: https://linktr.ee/fadedthegame
Other stuff: https://ndotl.wordpress.com/cv/
Hi! I'm Mr F.
I work on my game, Faded (see pics).
I wrote Bakery, a GPU Lightmapper: assetstore.unity.com/packages/too...
I also wrote a lot of other stuff: ndotl.wordpress.com/cv/
#gamedev #indiedev
Ended up deriving quite a few new approximations relating to SGs and diffuse lighting. Ended up with something both cheap and accurate. Check it out:
www.shadertoy.com/view/WX3fRB
Ended up deriving quite a few new approximations relating to SGs and diffuse lighting. Ended up with something both cheap and accurate. Check it out:
www.shadertoy.com/view/WX3fRB
From February 2 to 9, we’ll donate 100% of the proceeds from our games and DLC on all platforms to People In Need in support of humanitarian aid in Ukraine.
From February 2 to 9, we’ll donate 100% of the proceeds from our games and DLC on all platforms to People In Need in support of humanitarian aid in Ukraine.
mmzala.github.io/blog/hair-ge...
This is nice work, in which he compares NVidia's hardware accelerated hair to several alternatives, including Reshetov's Phantom Ray Hair Intersector.
mmzala.github.io/blog/hair-ge...
This is nice work, in which he compares NVidia's hardware accelerated hair to several alternatives, including Reshetov's Phantom Ray Hair Intersector.
assetstore.unity.com/packages/too...
#gamedev
assetstore.unity.com/packages/too...
#gamedev
Many thanks to @imlexz.bsky.social for testing!
Please try updating via github/patcher. If no issues are reported within the next week, I'll update the Asset Store version.
The new version should also bake faster (!)
In the meantime I'm waiting for a response from nvidia and working on a patch myself.
Many thanks to @imlexz.bsky.social for testing!
#gamedev
(And if you're on a >= 590 driver, please try the github patch! It's almost ready for the Store release)
#gamedev
(And if you're on a >= 590 driver, please try the github patch! It's almost ready for the Store release)
www.sebastianaaltonen.com/blog/no-grap...
I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".
www.sebastianaaltonen.com/blog/no-grap...
I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".
Please try updating via github/patcher. If no issues are reported within the next week, I'll update the Asset Store version.
The new version should also bake faster (!)
In the meantime I'm waiting for a response from nvidia and working on a patch myself.
Please try updating via github/patcher. If no issues are reported within the next week, I'll update the Asset Store version.
The new version should also bake faster (!)
In the meantime I'm waiting for a response from nvidia and working on a patch myself.
In the meantime I'm waiting for a response from nvidia and working on a patch myself.
I would love (and can pay for) a little texture photoshoot of a few buildings 🙏🏙️
I would love (and can pay for) a little texture photoshoot of a few buildings 🙏🏙️
assetstore.unity.com/packages/too...
Better performance, colored transparencies, better light probes, presets, rotatable volumes and lots of other things.
🥨
#gamedev #raytracing #lightmaps
assetstore.unity.com/packages/too...
Better performance, colored transparencies, better light probes, presets, rotatable volumes and lots of other things.
🥨
#gamedev #raytracing #lightmaps
If you can test the latest github version (which is basically what’s gonna land on the store), just to make sure nothing suddenly broke, that would help a lot! 🙂
If you can test the latest github version (which is basically what’s gonna land on the store), just to make sure nothing suddenly broke, that would help a lot! 🙂