Froyok (Léna Piquet)
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froyok.fr
Froyok (Léna Piquet)
@froyok.fr
"For those who come after" - Gustave

Aka Lady Bloom. ☀️🇫🇷
Principal Product Manager on Substance 3D Painter. Stay up at night to fiddle with shader stuff.
- https://www.froyok.fr/
- https://mastodon.gamedev.place/@froyok
- J'utilise un kernel custom, en vram sous forme de SSBO, que je change suivant la résolution de l'écran (histoire que le bokeh soit relatif à ce qu'il y à l'écran) et la forme (en me basant sur CryEngine Gems)
ia800704.us.archive.org/32/items/cry...
September 20, 2025 at 7:38 PM
September 15, 2025 at 5:50 PM
That demo level is starting to shape up as I'm now making more and more textures for it.
Here are a few bonus screenshots:
July 22, 2025 at 6:28 AM
Past few days have been focused on building a basic particle system, mostly to add smoke in a few places of the demo level to add some life.
I got a simple vertex+frag shader working, driven by the particle logic stored in a texture. I'm already liking the early results. :)
July 11, 2025 at 12:42 PM
C'est aussi à cette période que j'ai découvert !
D'ailleurs je suis tombée sur ça hier :
June 15, 2025 at 10:29 AM
Ça marche mieux si on prend le titre original :
June 6, 2025 at 8:12 AM
I think it's a good opportunity to focus on building a demo level and some assets to showcase the engine features.
So I started working on a little level, playing with lights and building materials. :D
May 25, 2025 at 3:15 PM
I added some tooltip when hovering assets in the window, but most importantly I started adding support to drag and dropping.
First test was with meshes, to be able to drop them into the scene:
May 25, 2025 at 3:10 PM
Then I did a few other style hack to make the tree view nicer to look at, and also started adding icons based on the file type.
May 25, 2025 at 3:06 PM
I moved onto another big task, which took less time than I expected : I finally implemented an asset browser in-engine, to be able to navigate through my project files.

At first I spent some time fiddling with ImGui to add a custom split separator that is resizeable.
May 25, 2025 at 3:04 PM
Another little feature I finally added was a color picker. I wanted to be able to edit more stuff directly in-engine, so I finally implemented the color widgets for lights. It was easy enough because most of the code was from another project of mine. So "yeay" for copy pasting ! :)
May 25, 2025 at 3:00 PM
Then I added a prototype for a new entity type : the rotator !
The goal is to have this entity control another one (here a mesh) to update its rotation.
The moody light + fan was born ! :D
May 25, 2025 at 2:55 PM
Now that I was able to get information on the fly, it was easy to expand it to the selection overlay system and draw an outline when hovering object. That makes selection much easier: less mistakes !
May 25, 2025 at 2:52 PM
Finding stuff can be hard sometimes, so I started adding more debug information. I added a little tooltip when I hover objects in the scene to get some quick info for example.
May 25, 2025 at 2:47 PM
Been a while, so where are we with things in Ombre ?

I continued working on the manipulator a bit to handle scale transformation. I stopped there because I didn't want to think about rotation stuff yet. 😅
Also adjusted its style, wanted to make cooler.
May 25, 2025 at 2:44 PM
Might have been true in the past, but I don't think that's the case anymore. I personally run multiple games or software at the same time, for example:
May 22, 2025 at 9:49 PM
Updated Mesa and that fixed all my issues.
Now my enjoying a lot the game. Also crying a lot.

Please enjoy this meme I made:
(Tagged graphic to "spoiler" it.)
April 28, 2025 at 4:42 PM
The runs game pretty well so far via Proton. Only issue I have is mostly during some cinematics where meshes tend to suddenly disappear, creating very bright flashes because of the background color/bloom.
I guess I have another reason to update Mesa.
April 25, 2025 at 5:48 PM
Just for that it is GOTY for me 😆
April 24, 2025 at 10:26 PM
Haven't played the first game, but seeing a fullbody awarness system in this one, especially for swimming, is actually quite cool. I wish more game would have that.
April 23, 2025 at 6:08 PM
Manipulator is finally working, I can now move stuff around easily in my scenes. :)
I also refined a bit the color/transparency of the manipulator.
April 22, 2025 at 7:48 PM
Started adding a state machine in the gizmo code, and hooked some events. So now I can select objects around in the scene and it shows the gizmo on it.
Also started animating it, because it's fun. :)
April 21, 2025 at 5:38 PM
And then yesterday night I found out that blue lights were behaving weirdly.
After some back and forth I isolated the issue not with the tone curve but actually with my color grading LUT.
April 20, 2025 at 1:42 PM
Hooking collisions after that was easy, because I could use SDF functions on the CPU too to do ray intersections.
I use a capsule in this case to make the area a bit bigger.
April 20, 2025 at 1:39 PM
A few lines of code later... gizmo was alive ! :D
April 20, 2025 at 1:36 PM