Gamedev Tools Enthusiast
📝 Blog: https://haukethiessen.com/
🖼️ Portfolio: https://www.artstation.com/haukethiessen
Also on Mastodon: @haukethiessen@mastodon.gamedev.place
The normal map normalization in the Mip Explorer was incorrect, causing deviations of ~10 percent.
Only when I added the option to display the generated mips, I noticed the colors were off and had a reason to investigate...
The normal map normalization in the Mip Explorer was incorrect, causing deviations of ~10 percent.
Only when I added the option to display the generated mips, I noticed the colors were off and had a reason to investigate...
Originally, my Mip Explorer created the thumbnails for the file browser at the resolution of the original images, creating copies of all textures in all directories visited in the current session😬.
Originally, my Mip Explorer created the thumbnails for the file browser at the resolution of the original images, creating copies of all textures in all directories visited in the current session😬.
Turns out, it does support it, as long as you read it as a video and extract the first frame of it as an image. Sounds weird, but, hey, as long as it works...
#gamedev
Turns out, it does support it, as long as you read it as a video and extract the first frame of it as an image. Sounds weird, but, hey, as long as it works...
#gamedev
github.com/HaukeThiesse...
There's now a dedicated mode for (tangent space) normal maps which compares normalized vector directions instead of averaged channel diffs. The results aren't that different, but it's just the proper way to deal with them.
#gamedev
github.com/HaukeThiesse...
There's now a dedicated mode for (tangent space) normal maps which compares normalized vector directions instead of averaged channel diffs. The results aren't that different, but it's just the proper way to deal with them.
#gamedev
The goal is to turn this from a toy into a tool for actual production.
github.com/HaukeThiesse...
#gamedev
The goal is to turn this from a toy into a tool for actual production.
github.com/HaukeThiesse...
#gamedev
- Several bug fixes (3-4, depending on how you count)
- In the Channels mode, the list now actually shows the per-channel differences
- Tooltips for the settings
#gamedev
- Several bug fixes (3-4, depending on how you count)
- In the Channels mode, the list now actually shows the per-channel differences
- Tooltips for the settings
#gamedev
Both optimizations are done at the same time and in the same project, and both have their place.
Both optimizations are done at the same time and in the same project, and both have their place.
Here's my pull request to fix that (only one line🎉):
github.com/EpicGames/Un...
#gamedev
Here's my pull request to fix that (only one line🎉):
github.com/EpicGames/Un...
#gamedev
github.com/HaukeThiesse...
#gamedev
github.com/HaukeThiesse...
#gamedev
I looked into ways to improve the energy efficiency of games and wrote a list of helpful techniques (not just for the Steam Deck): www.artstation.com/blogs/hauket...
#gamedev
I looked into ways to improve the energy efficiency of games and wrote a list of helpful techniques (not just for the Steam Deck): www.artstation.com/blogs/hauket...
#gamedev
(Found in the otherwise superb Escape Simulator.)
#gamedev
(Found in the otherwise superb Escape Simulator.)
#gamedev
I'm not sure if this was patched in later or if development on Split Fiction had already begun, but it's a really nice detail.
I'm not sure if this was patched in later or if development on Split Fiction had already begun, but it's a really nice detail.
The latest features:
- Plot channels separately, averaged or perceived luminance (automatically decided depending on suffix)
- Automatic dark mode based on your system settings #gamedev
The latest features:
- Plot channels separately, averaged or perceived luminance (automatically decided depending on suffix)
- Automatic dark mode based on your system settings #gamedev