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
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! 🙂
If you have Bakery, can you try getting the latest github patch and using it?
Add "Bakery Light Filter" component to an object to make it act like stained glass 😋
(video from RTPreview for fanciness, but it looks the same when baked)
#gamedev
If you have Bakery, can you try getting the latest github patch and using it?
Add "Bakery Light Filter" component to an object to make it act like stained glass 😋
(video from RTPreview for fanciness, but it looks the same when baked)
#gamedev
are now online
advances.realtimerendering.com/s2025/index....
wavetracer.dev
wave_tracer combines path tracing and wave optics in a novel way, for practical general-purpose wave simulations across a variety of EM modalities and applications.
wavetracer.dev
wave_tracer combines path tracing and wave optics in a novel way, for practical general-purpose wave simulations across a variety of EM modalities and applications.
✨🥨May I interest you in some fresh warm baked global illumination?🥨💖
assetstore.unity.com/packages/too...
#gamedev
✨🥨May I interest you in some fresh warm baked global illumination?🥨💖
assetstore.unity.com/packages/too...
#gamedev
First harvest, here we go...
First harvest, here we go...