Harry Nesbitt
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harrynesbitt.bsky.social
Harry Nesbitt
@harrynesbitt.bsky.social
Lead Artist/Developer for Alto’s Adventure & Alto’s Odyssey, founder of Land & Sea, currently working on summerhill.game
As I mentioned, this whole system is powered by my own simple software ray tracing renderer. And what's the point if you're not going to goof around with weird lens projections 📸
September 3, 2025 at 2:16 PM
Here's a demonstration of how probes can relocate themselves for better coverage. Blue probes are found to be inside (or too close) to geometry, so we push them away from the nearest surface normal where they can be more useful. Notice how the artefacts disappear and the lighting feels more accurate
September 3, 2025 at 1:51 PM
I’ll pretend I did this on purpose.
September 3, 2025 at 7:12 AM
Unity!
September 3, 2025 at 7:12 AM
Probes are spaced along a regular grid but disable themselves if nothing is found nearby (all depth samples miss). I’m just choosing to render the active probes only!
September 2, 2025 at 9:26 PM
I was particularly pleased with how nicely it plays with my stylised time of day lighting system (a tool I've been developing for Summerhill and other projects) ☀️🌙
September 2, 2025 at 1:29 PM
It was fun digging into that stuff with you — you should share any more recent experiments!
September 2, 2025 at 1:11 PM
Another random clip I never shared from when I was debugging moving grids and other optimisations. Here you can see new probes spawning around geometry as the camera moves. Larger cascades are disabled for a clearer demonstration.
September 2, 2025 at 12:48 PM
It also worked pretty nicely for specular reflections and volumetric fog.
September 2, 2025 at 10:43 AM
Ah, I mean it in the lightest possible sense — just a bit of a hobby project that threatened to consume me, so I put it aside to focus more on real life/work for a while.
September 2, 2025 at 10:25 AM
A recap for the Bluesky crowd: my implementation was largely based on DDGI, which uses software raytracing to sample light into a grid of probes. I implemented multiple cascades, moving grids & dynamic probe states. It allowed for infinite bounces & (potentially) infinite environments.
September 2, 2025 at 10:16 AM
Criminal that this is the first I’m hearing about it.
May 4, 2025 at 3:17 PM
Thanks so much! I’ll give this a try!
April 28, 2025 at 11:34 AM
Nice! Might need to take a trip to coast. Do you have a go to recipe?
April 27, 2025 at 10:04 AM
I’ve always been curious about this after seeing it on River Cottage - does it actually taste like coconuts? Plenty of it around here, but rare to find any with a strong enough scent!
April 26, 2025 at 7:58 PM
Congrats again, and lovely to meet you!
February 22, 2025 at 10:48 AM