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/
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 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
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.
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.
✨🥨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...
Basically cheap forward-rendered normal-mapped decals.
Basically cheap forward-rendered normal-mapped decals.
- 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
- 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
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.
Benefits over Legacy are: it's faster; it's more consistent (everything happens within the lightmapper, no engine rendering involved).
Benefits over Legacy are: it's faster; it's more consistent (everything happens within the lightmapper, no engine rendering involved).
Well, now L2 is finally a "native" mode too.
Well, now L2 is finally a "native" mode too.
(not a shader)
(bonus stump because I liked it)
(not a shader)
(bonus stump because I liked it)
Show off your art style
Show off your art style