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...
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...
www.shadertoy.com/view/7ljcRW
It's really impressive, more people doing terrain generation should know about it!
#ProcGen
www.shadertoy.com/view/7ljcRW
It's really impressive, more people doing terrain generation should know about it!
#ProcGen
The FUTURE baby~ ¦D
The FUTURE baby~ ¦D
And it's not mentioned in msdn docs.
Well, now you know.
And it's not mentioned in msdn docs.
Well, now you know.
blog.s-schoener.com/2025-07-28-r...
blog.s-schoener.com/2025-07-28-r...
Basically cheap forward-rendered normal-mapped decals.
Basically cheap forward-rendered normal-mapped decals.
Previously I wrote an overly complicated position-based solver, but it was buggy and wasn't worth it 🥲
Previously I wrote an overly complicated position-based solver, but it was buggy and wasn't worth it 🥲
Oh, I also made L2 work for APV.
Oh, I also made L2 work for APV.
Well, now L2 is finally a "native" mode too.
Well, now L2 is finally a "native" mode too.