Mr F
guycalledfrank.bsky.social
Mr F
@guycalledfrank.bsky.social
Graphics programmer, indie game developer.
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/
Mirror inside a mirror behind a glass reflecting a stained glass (photo)
November 12, 2025 at 4:14 PM
Totally normal skinning
October 7, 2025 at 11:54 AM
RTPreview was also updated for compatibility:

assetstore.unity.com/packages/too...
October 4, 2025 at 12:39 PM
Bakery v1.97 is live on the Asset Store!
assetstore.unity.com/packages/too...

Better performance, colored transparencies, better light probes, presets, rotatable volumes and lots of other things.

🥨

#gamedev #raytracing #lightmaps
October 4, 2025 at 12:38 PM
So it works now!
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
September 11, 2025 at 7:31 PM
Oh boy, got the textures hooked up
September 8, 2025 at 4:16 PM
(excuse the noise)
September 7, 2025 at 10:51 PM
Hacking around some translucent colored shadows for Bakery & RTPreview...
September 7, 2025 at 10:12 PM
Hi, thanks! :)
All your shaders need to do is here: geom.io/bakery/wiki/...

... I didn't mention ZWrite Off, as it's "obvious", but yeah... good point - will add it to the docs now.
September 2, 2025 at 7:02 AM
Bakery is on sale again?? A summer sale they say?

✨🥨May I interest you in some fresh warm baked global illumination?🥨💖

assetstore.unity.com/packages/too...

#gamedev
August 12, 2025 at 6:40 PM
Other programmers become goose farmers, and I became a hobbyist tomato farmer :D
First harvest, here we go...
August 10, 2025 at 10:22 AM
August 4, 2025 at 4:57 PM
Along the river Gradac, near Valjevo 💚
August 4, 2025 at 4:56 PM
Questionable UI, but Decalery now allows you to project receiver's UV1 (for the normal map) to the decal, while moving original decal's UV1 to UV3 (for color/gloss/etc maps).
Basically cheap forward-rendered normal-mapped decals.
July 27, 2025 at 8:28 AM
Oh, Bakery is on a sale again!
#gamedev
July 25, 2025 at 11:09 AM
But the basic idea is:

- Build a lookat matrix that defines leg bending space, aimed at target

- Use the law of cosines to figure out knee angle knowing thigh->target distance

- Use this angle to find out knee point

- Rotate thigh to this point and knee to target
July 25, 2025 at 9:29 AM
Basic trigonometric IK, but it's satisfying when it finally works.

Previously I wrote an overly complicated position-based solver, but it was buggy and wasn't worth it 🥲
July 25, 2025 at 8:51 AM
Added de-ringing option to L2 light probes. Unlike Unity's "remove ringing" checkbox, this one is actually a slider you can tweak to remove less/more. At max value it gets almost close to L1, but seems to fix ringing/negative values completely.

Oh, I also made L2 work for APV.
July 22, 2025 at 10:15 PM
You can try it via my github patches: geom.io/bakery/wiki/...

Benefits over Legacy are: it's faster; it's more consistent (everything happens within the lightmapper, no engine rendering involved).
July 13, 2025 at 3:21 PM
So previously Bakery had 2 light probe baking modes: L1 and Legacy (=L2 but via convolving in-engine rendered cubemaps). L1 was 1st-class citizen, since it also works for dense 3D texture volumes (no way anyone's reading 9 textures).
Well, now L2 is finally a "native" mode too.
July 13, 2025 at 3:20 PM
May 25, 2025 at 9:36 PM
Working hard...

#gamedev #indiedev
May 12, 2025 at 11:24 AM
Forgot why, but Bakery is on sale again! :)

assetstore.unity.com/packages/too...

#gamedev
April 19, 2025 at 9:07 PM
River today has unusually complex behaviour...
(not a shader)

(bonus stump because I liked it)
April 11, 2025 at 6:23 PM
ATTENTION INDIEDEVS
Show off your art style
March 27, 2025 at 11:17 AM