Senior Tech Artist
. Former Eidos/Square-Enix Mtl
From 🇨🇱🏞️ like Pedrito Pascal
I figured... that should be easy to do in TinyBVH. :) So now TinyBVH can do voxel meshes. Attached video: CPU-only, switching between BVH and voxels.
Code in tiny_bvh_foliage.cpp: github.com/jbikker/tiny...
I figured... that should be easy to do in TinyBVH. :) So now TinyBVH can do voxel meshes. Attached video: CPU-only, switching between BVH and voxels.
Code in tiny_bvh_foliage.cpp: github.com/jbikker/tiny...
At that time I was developing a real-time paint stroke post-processing package for Unity. I moved on because some of the tech + learning in that unlocked an even cooler rendering pipeline that I'm using in our current game.
#gamedev #unity #realtimevfx #techart
At that time I was developing a real-time paint stroke post-processing package for Unity. I moved on because some of the tech + learning in that unlocked an even cooler rendering pipeline that I'm using in our current game.
#gamedev #unity #realtimevfx #techart
jcgt.org/published/00...
[exposition / exhibition]
C’est ici que poussent les fleurs | Collectif Torrents
🗓 01.02.25-16.03.25
📍 Maison Pierre-Chartrand, 8000 boulevard Gouin Est, Montréal (Québec) H1E 1B5
www.ada-x.org/activities/c...
Humbly offers you these castlevania doodles to express my love for this show
Humbly offers you these castlevania doodles to express my love for this show
- gltf-ktx & Slang support
- Cubemaps
- Framegraph - auto memory barriers
- Auto generated descriptor sets/pipelines & bindings
- Postprocessing
- shadow map
- Slang support
updates in 🧵 :)
- gltf-ktx & Slang support
- Cubemaps
- Framegraph - auto memory barriers
- Auto generated descriptor sets/pipelines & bindings
- Postprocessing
- shadow map
- Slang support
updates in 🧵 :)
Casual and more subtle animations are soooo hard!
Music and eye shaders by @ironfairy.bsky.social, model and animations by me!
(yes, there's a custom shader to animate the eyes! we might get into more details later...)
#gamedev #indiegame #lowpoly
Casual and more subtle animations are soooo hard!
Music and eye shaders by @ironfairy.bsky.social, model and animations by me!
(yes, there's a custom shader to animate the eyes! we might get into more details later...)
#gamedev #indiegame #lowpoly
Waves done with several layered sprites with custom shaders, light uses Unity Light2D + normal maps, the rest is animated frame-by-frame.
#pixelart #indiegame #gamedev
Waves done with several layered sprites with custom shaders, light uses Unity Light2D + normal maps, the rest is animated frame-by-frame.
#pixelart #indiegame #gamedev
Another cool thing that's possible in URP is sampling the baked Adaptive Probe Volumes (APV) info; this scene only has one directional light, the rest of the light comes from emissive objects baked into the APV ✨
#gamedev #unity3d #madewithunity
Another cool thing that's possible in URP is sampling the baked Adaptive Probe Volumes (APV) info; this scene only has one directional light, the rest of the light comes from emissive objects baked into the APV ✨
#gamedev #unity3d #madewithunity
The first few are pretty rough, and yes, he even began life with a brief stint as a Chihuahua.
The first few are pretty rough, and yes, he even began life with a brief stint as a Chihuahua.
Over the last few days I've been to polishing/revising them up for Mythwrecked. Here's the gentle jog...
Over the last few days I've been to polishing/revising them up for Mythwrecked. Here's the gentle jog...