@guycalledfrank Avatar @guycalledfrank Mr F

Mr F posts on X about gpu, money, bakery, code the most. They currently have [------] followers and [---] posts still getting attention that total [-------] engagements in the last [--] hours.

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Social Influence

Social category influence technology brands 10.26% finance 3.42% countries 2.56% nfts 1.71% travel destinations 0.85% cryptocurrencies 0.85% gaming 0.85% stocks 0.85% social networks 0.85%

Social topic influence gpu 5.98%, money 3.42%, bakery 3.42%, code #4635, burst 2.56%, to the 1.71%, if you 1.71%, hold 1.71%, ukraine 1.71%, gaming 1.71%

Top accounts mentioned or mentioned by @meetem4 @sebaaltonen @notimothylottes @ch71st0 @bgolus @noiogames @panoskarabelas @epicmcdude @marcelwiessler @szwajkakacper @pjbomb2 @arasp @atorstling @bladespades @schr0tt @stormptpt @kommanderkarl @grujicbr @idsoftwaretiago @marcel_wiessler

Top assets mentioned Voxels (voxels) Pixels (PIXEL) Perlin (PERL) Nokia Corporation (NOK) Merge (MERGE)

Top Social Posts

Top posts by engagements in the last [--] hours

"@Meetem4 So yes the C# code on both top/bottom videos is actually identical. If we had Unity source it would be a 10-line change + you need to make UI for the user to add actual colliders to the wheels. But since we don't have it we do it in arcane ways"
X Link 2026-02-15T11:18Z 11.2K followers, [----] engagements

"Improvised a little lampshade shader that imitates scattered light from inside. Code in the pic :) Details in the comments. #gamedev"
X Link 2026-02-10T12:41Z 11.2K followers, [----] engagements

"Do you also dislike how Unity's WheelCollider only casts [--] center ray so cars jump on every tiny bump Did you also see 3rd-party assets doing like [--] rays per wheel and thought maybe it's kinda expensive Did you know that PhysX can actually sweep convex shapes instead of rays"
X Link 2026-02-15T11:03Z 11.2K followers, 357.6K engagements

"@Meetem4 .aand somehow it actually WORKED πŸ€ͺ Even if you don't have Unity source code you still have the asm and the pdb so it's ALMOST like having source code πŸ˜‚"
X Link 2026-02-15T11:14Z 11.2K followers, [----] engagements

"@Sm0keBucky It just "sweeps" (projects) the shape of the wheel downwards (relative to the car) until it hits something. Similar to SphereCast but not limited to spheres. It then uses the nearest hit point for suspension calculations"
X Link 2026-02-15T13:31Z 11.2K followers, [----] engagements

"@Danyon_H Yes"
X Link 2026-02-15T14:23Z 11.2K followers, [----] engagements

"@XorDev Good point It always amazed me how good the original Mirror's Edge looks in grayscale. Then nailed both color AND values"
X Link 2026-02-06T21:00Z 11.2K followers, [----] engagements

"@panoskarabelas @Dispatch_Graph What about streaming and fragmentation Small models unloaded big model is loading but can't fit because empty space is fragmented. Big-ass buffer rebuild would stutter. IMHO it's better to keep separate big buffers for anything streamable e.g. big static chunk character etc"
X Link 2026-02-08T09:34Z 11.2K followers, [--] engagements

"@panoskarabelas @Dispatch_Graph (Or have a deferred VRAM defrager. But if you move huge chunks around you probably need to do it for multiple frames and then you can't draw half-copied chunks - and these can be old objects not the ones you've just loaded. Oof)"
X Link 2026-02-08T09:40Z 11.2K followers, [--] engagements

"Light has stable world-space size done via this w*w dark magic. I remembered Humus' "phone-wire AA" using w for stable wire thickness tried it here and it almost worked but was still off. I squared it because it looked like it needs squaring and it worked"
X Link 2026-02-10T12:43Z 11.2K followers, [---] engagements

"@EpicMcDude @MystiriEX Navigating round menu with a mouse wheel I thought these are always "hold - drag in item direction - release" I tried both options in my game (wheel-list and hold-release-circle) and found both error-prone after much testing"
X Link 2026-02-15T08:22Z 11.2K followers, [--] engagements

"@EpicMcDude @MystiriEX In the end I managed to split all actions into [--] distinct logical buttons + their long (hold for 0.5s) versions and that actually wired properly into my subconscious without having to pay too much attention on what I'm pressing"
X Link 2026-02-15T08:23Z 11.2K followers, [--] engagements

"@Colonthreee @Meetem4 That's some serious amount πŸ˜… PhysX won't do it even with raycasts. I also have a lot (though 20x less) of persistent cars in my world but anything beyond [--] meters loses physics I only move parent transforms where pathfinding tells them"
X Link 2026-02-15T12:16Z 11.2K followers, [---] engagements

"@Sm0keBucky It does it on every physics tick so yeah technically I think it can miss small bumps if you're moving at helicopter speeds"
X Link 2026-02-15T14:23Z 11.2K followers, [---] engagements

"@marcel_wiessler @Meetem4 Huh What is it"
X Link 2026-02-15T21:35Z 11.2K followers, [---] engagements

"@marcel_wiessler @Meetem4 Nice It probably won't work here though as we're patching the actual (C++ built) engine"
X Link 2026-02-16T08:26Z 11.2K followers, [--] engagements

"@marcel_wiessler @Meetem4 I don't πŸ₯² Except maybe @pemathedev He's working on graphics though"
X Link 2026-02-16T15:16Z 11.2K followers, [--] engagements

"@orels1_ @dividedangeI Ah interesting so perhaps this project settings checkbox wasn't set and that's why it didn't work"
X Link 2024-01-07T07:51Z 10.5K followers, [--] engagements

"@bentsolutionsau @reduzio Wow interesting. But what is the tracing logic Tracing rays to corners of hierarchical bounding boxes"
X Link 2024-01-29T11:17Z 10.5K followers, [---] engagements

"Gonna be in Budapest next week. Does anyone from here live there πŸ˜…"
X Link 2024-02-01T15:28Z 10.5K followers, [----] engagements

"Bakery v1.96 was just released - Much faster rendering of scenes with many area lights - OpenImageDenoise [--] support - Partial scene baking can now partially bake light probes - Direct light tex projection has WYSIWYG controls - Bugfixes/small things :)"
X Link 2024-02-01T23:50Z 10.5K followers, [----] engagements

"Got annoyed by Volumes in Bakery not being rotatable sooo now they are I only did Y rotation because it's the most common and only needs two extra 2D dots. You can try it via patcher/github (didn't update URP/HDRP graphs yet)"
X Link 2024-02-12T11:28Z 10.5K followers, [----] engagements

"@LurkingNinja Oh. sorry to hear that man :("
X Link 2024-02-17T14:10Z 10.5K followers, [---] engagements

"@LurkingNinja What's wrong with Hungary though (apart from weird foreign politics and Orban constantly messing with the EU's attempts to aid Ukraine)"
X Link 2024-02-17T14:12Z 10.5K followers, [---] engagements

"@bgolus @BartekMoniewski I know for sure that old Hitman games (Blood Money and older) had static shadows literally modeled as geometry with correct penumbra via vertex color always amazed me. They MUST have had some tools to generate them I'll never believe it was done by hand πŸ˜…"
X Link 2024-03-03T21:51Z 10.9K followers, [----] engagements

"@bgolus @BartekMoniewski For the shadows it's actually kinda impressive. You get sharp contact shadow soft variable penumbra all costing as a bunch of static untextured vertices. They blend them with textured decals also. But generating such mesh for complex casters and complex receivers. that's hard"
X Link 2024-03-03T22:11Z 10.9K followers, [----] engagements

"@Patrickd3 I found it to be actually more useful for high-poly meshes (like raw scans) since it's much harder to unwrap them :)"
X Link 2024-03-03T22:30Z 10.6K followers, [---] engagements

"@repunkgame Not a custom engine it's Unity (from [---] to [------] haha) but with a custom rendering pipeline/material system now also streaming. Most lighting is baked (well I'm the Bakery guy). I had a custom engine waay back but for this game it would add another [--] years πŸ˜…"
X Link 2024-03-09T20:33Z 10.6K followers, [----] engagements

"@noio_games Can try procedural 3D perlin noise also. While slower to compute will look less repetitive and it's easy to tweak frequency on the go"
X Link 2024-05-03T08:11Z 10.7K followers, [---] engagements

"@HarryAlisavakis @antonkudin Nice didn't see that but I render the grass in a similar fashion. First cull large chunks on the CPU then cull each instance in CS generate an indirect draw args draw Managed to get culling of all instance types in just one dispatch"
X Link 2024-05-05T23:37Z 10.7K followers, [---] engagements

""is bird a rigid body" - questions you ask a game developer"
X Link 2024-05-08T21:26Z 10.8K followers, [----] engagements

"That's quite a thread. Featuring virtual texturing on a device with no GPU or even FPU 🀯 Recently a book was released about Nokia's N-Gage handheld game console. Back then Nokia was one of the most valuable companies in EU. They spent lots of money to conquer the gaming market. I was the lead programmer in their flagship game. Thread. https://t.co/3RgdnzeDNA Recently a book was released about Nokia's N-Gage handheld game console. Back then Nokia was one of the most valuable companies in EU. They spent lots of money to conquer the gaming market. I was the lead programmer in their flagship"
X Link 2024-05-19T20:27Z 10.8K followers, [----] engagements

"@AxonFluxStudio Thanks 😊"
X Link 2024-06-05T10:33Z 10.8K followers, [--] engagements

"@SzwajkaKacper Just manually placed portals and sectors. Sound path is searched through portals and attenuation distance takes its length into account. Portals have angle attenuation also"
X Link 2024-06-23T18:47Z 10.8K followers, [---] engagements

"@SzwajkaKacper Inspired by my favourite sound propagation talk from Hitman: https://ubm-twvideo01.s3.amazonaws.com/o1/vault/gdceurope2015/Boev_Stepan_Sound%20Propagation%20in.pdf https://ubm-twvideo01.s3.amazonaws.com/o1/vault/gdceurope2015/Boev_Stepan_Sound%20Propagation%20in.pdf"
X Link 2024-06-23T18:48Z 10.8K followers, [---] engagements

"@FreyaHolmer I never understood loans and mortgages. It's like for real optimists who believe they'll have the same job same wage same. country. after many years. But if your life and country are that stable and predictable then good for ya I guess"
X Link 2024-07-13T13:14Z 10.8K followers, [---] engagements

"@jaap_null @FreyaHolmer @SebAaltonen That's what I suggested here in that tweet. But I assume with an index buffer GPU will reuse shared triangle verts from cache @FreyaHolmer DrawProcedural for 6numQuads verts. Use SV_VertexID to output every 6th quad vert pos/uv. Divide by [--] to read pos offset from ComputeBuffer. If only rare points are updated at a time instead of reuploading the buffer dispatch a tiny CS that only writes one point. @FreyaHolmer DrawProcedural for 6numQuads verts. Use SV_VertexID to output every 6th quad vert pos/uv. Divide by [--] to read pos offset from ComputeBuffer. If"
X Link 2024-08-02T16:25Z 10.8K followers, [--] engagements

"@Pjbomb2 Interestingly I use bindless inside Bakery for opacity maps as they are full-size and have different resolutions. Love it I remember spending a few days trying to hack something with tex2D arrays and branching and then realizing nothing stops me from going bindless in CUDA :D"
X Link 2024-08-04T21:48Z 10.8K followers, [---] engagements

"@Pjbomb2 It even worked on my then GTX [---] and Win [--] in 2015"
X Link 2024-08-04T21:49Z 10.8K followers, [---] engagements

"And this time BOTH Bakery and RTPreview are on 50% sale #gamedev https://assetstore.unity.com/packages/tools/level-design/bakery-gpu-lightmapper-122218 By the way my real-time path-traced preview plugin for Bakery is on sale right now ✨ https://t.co/EqZNK0Po5K https://t.co/hSt9z8nIIj https://assetstore.unity.com/packages/tools/level-design/bakery-gpu-lightmapper-122218 By the way my real-time path-traced preview plugin for Bakery is on sale right now ✨ https://t.co/EqZNK0Po5K https://t.co/hSt9z8nIIj"
X Link 2024-08-14T19:36Z 10.9K followers, [----] engagements

"@noio_games Currently they don't :( Very tricky to do because they're split to LODable chunks that are not "real" meshes. But I'm planning to do something about it"
X Link 2024-08-16T10:47Z 10.9K followers, [---] engagements

"@noio_games @mertkirimgeri @SzwajkaKacper Yeah I offset to camera not above the surface. Still if you offset TOO much it's gonna eat other objects on the terrain"
X Link 2024-08-17T08:23Z 10.8K followers, [---] engagements

"@NakedFighter3D After the decal is spawned it's just a tiny skinned mesh itself attached to the same bones with no extra logic. Decal creation code runs only once. For skin it happens on the CPU and there's a fairly fast Burst version"
X Link 2024-08-19T08:30Z 10.9K followers, [--] engagements

"Does anyone know a sound designer with car engine sound experience :D It looked easy on paper ("we'll just fade and pitch some loops") but it's so damn hard in practice. Perhaps my fav example is Mafia2. I KNOW they used simple loops but they're just so perfectly blended"
X Link 2024-08-19T17:21Z 10.9K followers, [----] engagements

"Apparently the guy behind Mafia 1/2/3 engine sound systems is Petr Klimunda. who has absolutely zero public contacts or social networks apparently πŸ₯²"
X Link 2024-08-19T17:23Z 10.9K followers, [---] engagements

"So Bakery "failed verification for Unity 6" because: - Whoever tested it didn't click "Go ahead update API" in the popup (because I support older versions too) πŸ€ͺ - Oh no It contains the actual lightmapper As it was sent from "noreply" email maybe here someone will read itπŸ˜…"
X Link 2024-08-27T10:30Z 10.9K followers, 10.6K engagements

"My public repos (e.g bakery-issues) are now getting spammed with this too. I'm banning the bots but just in case remember to never click it"
X Link 2024-08-28T10:31Z 10.9K followers, [----] engagements

"@SebAaltonen 2k@60 is enough for me πŸ˜… Can't see more pixels (either too small or the screen itself is too large and my eyes' sharp FOV is narrow and I don't wanna turn my head around all the time.)"
X Link 2024-09-06T22:43Z 10.9K followers, [---] engagements

"@SebAaltonen When I was growing up my parents viewed consoles as useless waste of money because you could only play on them. PC can be used for work/learning AND gaming. My mom now got into pro video editing and a fast GPU does help her. The whole family is making money on their PCs πŸ€ͺ"
X Link 2024-09-12T07:17Z 10.9K followers, [---] engagements

"Just found a nice neural net for normal map generation https://github.com/brycedrennan/imaginairy-normal-map https://github.com/brycedrennan/imaginairy-normal-map"
X Link 2024-09-18T00:16Z 10.9K followers, [----] engagements

"- You can pet sheep - Sheep can carry birds - Sheep can parachute with little umbrellas 🀯 Tiny Glade is out NOW on Steam (Win & Linux) πŸ’—πŸŽ‰ Thank you so much for following the development and being so supportive of our little diorama builder. We hope you have fun and I cant wait to see what you make 🀩 If you post your glades add #TinyGlade so I can find 'em :D https://t.co/6KHQVcMHhV Tiny Glade is out NOW on Steam (Win & Linux) πŸ’—πŸŽ‰ Thank you so much for following the development and being so supportive of our little diorama builder. We hope you have fun and I cant wait to see what you make"
X Link 2024-09-23T18:37Z 10.9K followers, [----] engagements

"@SebAaltonen I'm also concerned about: - battery longevity and price (see Jarkko's tweet) - climate constraints (gonna have less performance in frosty winters) Lols I have had an EV for 1.5y now and the cost of repairs have now well exceeded what I paid for it. The most recent one: Full battery replacement due to corrosion. Luckily it has all been covered by the battery & extended warranty. Lols I have had an EV for 1.5y now and the cost of repairs have now well exceeded what I paid for it. The most recent one: Full battery replacement due to corrosion. Luckily it has all been covered by the"
X Link 2024-10-01T06:29Z 10.9K followers, [---] engagements

"@noio_games Nah. just did what we (if I remember correctly) discussed here before: - decal matches LOD0 - more depth offset is added than usual - ideally set render queue so objects on top of the terrain are rendered after the decal"
X Link 2024-10-09T07:26Z 10.9K followers, [---] engagements

"@TheConnorDawn No it's not the problem. It's not even about the objects being occluded or not. Check the green portal lines they disappear from the building on the left. It stops occluding. @TsutsuYumeGunnm suggests they might be using some variable-resolution conservative voxel LODs"
X Link 2024-10-27T23:23Z 10.9K followers, [---] engagements

"@TheConnorDawn @TsutsuYumeGunnm .that would make sense. It's obvious it's using voxel raster for occluders and it's possible that distant objects use larger voxels as an optimization; if these voxels are min-filtered (never wider than previous LOD) distant occluders would get progressively thinner"
X Link 2024-10-27T23:25Z 10.9K followers, [---] engagements

"@Pjbomb2 What's the specific case Do you want some interface to force GPU instancing on some groups of identical objects selectively"
X Link 2024-11-04T08:18Z 10.9K followers, [---] engagements

"So as previously mentioned Umbra Just Doesn't Work The design is clear - voxelize scene in advance render a small depth buffer and use it for occlusion. however such approach suffers from low resolution that gets even lower with distance"
X Link 2024-11-05T19:20Z 10.9K followers, [----] engagements

"Any depth buffer used for occlusion has to be thinner than what it occludes or it would hide small visible objects. Apparently Umbra applies some kind of min() filter on voxels to get them thinner & apparently with distance larger voxels are used and big occluders are skipped"
X Link 2024-11-05T19:23Z 10.9K followers, [----] engagements

"I ended up drawing optimal rotated boxes around the scene by hand which I then automatically subdivided for better culling; these sub-boxes contain final object OBBs"
X Link 2024-11-05T19:33Z 10.9K followers, [---] engagements

"I originally wrote this code using Burst trying to make it as fast and cache-friendly as possible. Then at some point I decided that I will outsmart it in C++ with hand-written SSE intrinsics. Well fuck it didn't help πŸ˜‚ Apparently both were limited by mem speed"
X Link 2024-11-05T19:35Z 10.9K followers, [----] engagements

"So gotta say Burst IS fast Huge respect to people who made it. Anyway here are some batch counts for the main scene"
X Link 2024-11-05T19:36Z 10.9K followers, [----] engagements

"@aras_p Well. I improved it with a technology for the era before GPUs were a thing 😁 https://x.com/guycalledfrank/status/1853882479717077330 So WHAT IF WE JUST use tech from the 90s They worked on my machine back them they will work now πŸ˜‚ I just construct a frustum-like convex hull from another convex hull and hide any objects inside I put those boxes in major walls first they occlude each other and then. https://t.co/SPUJiaW13x https://x.com/guycalledfrank/status/1853882479717077330 So WHAT IF WE JUST use tech from the 90s They worked on my machine back them they will work now πŸ˜‚ I just"
X Link 2024-11-05T19:37Z 10.9K followers, [---] engagements

"@LucasVarneyDev @Meetem4 @Meetem4 found a way to get native engine address of the renderer structure. TBH perf difference isn't THAT big. I measured [------] ms vs [------] ms on a certain scene (2500 objects). Renderer struct is big and their memory placement is kinda random"
X Link 2024-11-05T19:51Z 10.9K followers, [---] engagements

"@RealtimeVFXMike Could solve camera movements but what about huge dynamic trucks/trams that occlude the view"
X Link 2024-11-05T21:17Z 10.9K followers, [---] engagements

"@bkaradzic @aras_p How did you manage getting the results from the GPU in the same frame"
X Link 2024-11-06T08:35Z 11K followers, [---] engagements

"Oh Bakery (and it's RTPreview plugin) is on a sale right now πŸ™‚ #gamedev #indiedev https://assetstore.unity.com/packages/tools/level-design/bakery-gpu-lightmapper-122218 https://assetstore.unity.com/packages/tools/level-design/bakery-gpu-lightmapper-122218"
X Link 2024-11-20T23:28Z 10.8K followers, [----] engagements

"@atorstling I'm just talking about the limits of making everything stochastic. If you need [--] frames to fully converge lighting then you need [--] for [--] layers of dithered opacity. if you need extra frames for SSR then you need even more extra frames if that SSR reflects noisy shadows etc"
X Link 2024-11-23T13:52Z 10.9K followers, [---] engagements

"@atorstling It takes time to design every graphics technique with AA in mind but it pays off. No smearing ghosting blurring. But the "modern" way of doing game graphics now is to render previously unshippable level of undersampling and aliasing but apply a heavy TAA on top"
X Link 2024-11-23T14:06Z 10.9K followers, [---] engagements

"@atorstling I guess the next logical step is to just make genAI generate pretty images out of complete garbage. But I'll hope that stable graphics will rise back eventually πŸ˜‚"
X Link 2024-11-23T14:08Z 10.9K followers, [---] engagements

"@SebAaltonen I can understand both sides easily. Change is needed for large performance gains. But also you have thousands of studios maintaining complex Unity projects for years. If they can't update to get some important fix/feature because it'll completely break the project it'll suck"
X Link 2024-11-29T19:58Z 10.9K followers, [---] engagements

"@SebAaltonen If Unity was open-source they could merge only what they need but as of now the engine is more or less monolithic (Packages are still version-bound). So it's always a bit of a russian roulette: will you get N new unknown bugs when upgrading to get the fix for the old known one"
X Link 2024-11-29T20:02Z 10.9K followers, [---] engagements

"@SebAaltonen The only way is to make any big changes optional. Make sure the old path is always supported. Don't make the new path inferior (e.g. DOTS entities didn't support lightmapping for years). Make sure it's as flexible is possible not hardcoded for a tech demo (or opensouce the impl)"
X Link 2024-11-29T20:06Z 10.9K followers, [---] engagements

"Unpopular () opinion: letting artists manually create texture atlases or combine meshes is evil. - Can't reuse parts of the atlas without loading the whole thing; - Things that could be instanced end up combined; - TOOLS should atlas/combine your data and rebuild it as needed"
X Link 2024-12-13T14:44Z 10.9K followers, [----] engagements

"I also found artists often not knowing about texture arrays. with the right tools you can autocombine lots of textures in one array and write the ID to verts"
X Link 2024-12-13T14:46Z 10.9K followers, [---] engagements

"In the end you want tools to optimize your data given scene/platform constraints. Put these to arrays atlas those combine this and instance that. performance problem Rebuild with different arrangement. Much harder with hand-authored atlases/glued meshes"
X Link 2024-12-13T14:47Z 10.9K followers, [---] engagements

"@Oskmos That's why I don't think we're ready for realtime GI yet. can't scale it down without completely destroying visuals. Maybe OK for consoles with the same fixed hardware"
X Link 2024-12-14T21:07Z 10.9K followers, [---] engagements

"@bladespades @schr0tt @StormPTPT @kommanderkarl Deferred doesn't mean TAA though. GTA5 is deferred and supports MSAA"
X Link 2024-12-27T21:14Z 10.9K followers, [---] engagements

"@bladespades @schr0tt @StormPTPT @kommanderkarl Simply supersampling is unlikely to give better perf as you'd be shading way more pixels"
X Link 2024-12-28T08:18Z 10.9K followers, [---] engagements

"@bladespades @schr0tt @StormPTPT @kommanderkarl The edge-only approach was originally suggested by Crysis [--] AFAIK: They (and GTA) use stencil for mask. It can be improved by grouping all edge pixels and processing them together (I played with this technique a few years ago): https://ndotl.wordpress.com/2014/05/18/tiled-deferred-shading-tricks/ https://www.slideshare.net/slideshow/rendering-technologies-from-crysis-3-gdc-2013/25052434 https://ndotl.wordpress.com/2014/05/18/tiled-deferred-shading-tricks/ https://www.slideshare.net/slideshow/rendering-technologies-from-crysis-3-gdc-2013/25052434"
X Link 2024-12-28T08:23Z 10.9K followers, [---] engagements

"@SebAaltonen Literally the most pointless effect. Not sure if Crysis introduced it and I assumed it was there to imitate looking through your nanosuit helmet imperfect glass kinda made sense. But then EVERYONE started using EVERYWHERE"
X Link 2024-12-28T17:57Z 10.9K followers, [---] engagements

"What's the state of the art solution for volumetric lights today Say I want a bunch of shadowed spotlights illuminating a foggy scene (fog is preferably textured/animated) Froxels feel like they'll be too low-res. Naive raymarch in 1/4 and smart upsample + directional blur"
X Link 2025-01-18T23:04Z 10.8K followers, [----] engagements

"@Pink__aBYSs Do you mean 1/4 1/2 How many layers do you have"
X Link 2025-01-19T11:11Z 10.8K followers, [--] engagements

"Forgot why but Bakery is on sale again :) #gamedev https://assetstore.unity.com/packages/tools/level-design/bakery-gpu-lightmapper-122218 https://assetstore.unity.com/packages/tools/level-design/bakery-gpu-lightmapper-122218"
X Link 2025-04-19T21:05Z 10.7K followers, 10.3K engagements

".i.e. toggling colliders likely causes PhysX static geometry tree rebuild renderers seem to get added/removed to some lists and I'd like to avoid perf hitches during movement"
X Link 2025-05-10T06:12Z 10.8K followers, [----] engagements

"Every time I see another positive review for Bakery I get happy to the point of shedding a tear πŸ₯² Thank you so much for leaving these reviews folks They mean a lot to me"
X Link 2025-06-21T16:17Z 10.9K followers, [----] engagements

"@turanszkij Try this one: eps = abs(pos * 0.0000002f); rayOrigin = pos + normal * max(abs(eps / abs(normal)) 0.0001f); tmin = max(max(max(eps.x eps.y) eps.z) 0.0001f);"
X Link 2025-07-10T19:36Z 10.9K followers, [---] engagements

"@turanszkij Well the idea is to scale the offset based on position length on each axis because if you're at [--] [------] [--] you need to offset more on the Y. I dunno worked for me. on nvidiaπŸ˜… I guess I'd just start with scaling up both offsets for amd"
X Link 2025-07-11T10:08Z 10.9K followers, [---] engagements

"@NOTimothyLottes There are generations of software written for all kinds of hardware over a few decades. OS bringing standard APIs letting old software still run on new hardware is kinda cool (and that's why MacOS sucks they don't care about backwards comp so what's even the point)"
X Link 2025-07-11T22:18Z 10.9K followers, [---] engagements

"@NOTimothyLottes Sure many of these APIs are inefficient but a large amount of software can't keep up with hardware changing pace :("
X Link 2025-07-11T22:22Z 10.9K followers, [---] engagements

"So previously Bakery had [--] 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 [--] textures). Well now L2 is finally a "native" mode too"
X Link 2025-07-13T15:14Z 10.9K followers, [----] engagements

"You can try it via my github patches: Benefits over Legacy are: it's faster; it's more consistent (everything happens within the lightmapper no engine rendering involved). https://geom.io/bakery/wiki/index.phptitle=Github_access https://geom.io/bakery/wiki/index.phptitle=Github_access"
X Link 2025-07-13T15:15Z 10.9K followers, [----] engagements

".and If you're wondering how one can possibly avoid various artifacts using just L1 here is my favourite paper from Geomerics: (this solution with some additional tweaks is what I use in my shaders) and a new one from Activision: https://www.activision.com/cdn/research/ZH3-Publication.pdf https://web.archive.org/web/20160313132301/http://www.geomerics.com/wp-content/uploads/2015/08/CEDEC_Geomerics_ReconstructingDiffuseLighting1.pdf https://www.activision.com/cdn/research/ZH3-Publication.pdf"
X Link 2025-07-13T15:18Z 10.9K followers, [----] engagements

"@GameDevKaifo Here I'm just talking about a way to bake light probes compatible with regular Unity probes so yes you can. The closest thing to APV Bakery has is this: (except they're non-adaptive but that'll soon change). https://geom.io/bakery/wiki/index.phptitle=Manual#Bakery_Volume https://geom.io/bakery/wiki/index.phptitle=Manual#Bakery_Volume"
X Link 2025-07-14T08:12Z 10.9K followers, [---] engagements

"@mcdroidgame @GameDevKaifo @RED_SIM What do you mean exactly"
X Link 2025-07-17T08:25Z 10.9K followers, [--] engagements

"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"
X Link 2025-07-20T16:24Z 10.9K followers, [----] engagements

"@SebAaltonen It also started as a "protecting children" initiative in Russia many years ago. Now they block just anything including all foreign social networks etc.yesterday they blocked SpeedTest I guess so ppl stop complaining about slow (because of their traffic analysis) internet lol"
X Link 2025-07-30T15:55Z 10.9K followers, [---] engagements

"Hey guys I'm looking for an environment concept artist who could come up with some cool neo-noir-ish urban scene sketches based off my reference pics and texts. Mostly just to get the vibe/composition right no need for a super detailed art. No AI obviously"
X Link 2025-07-31T18:13Z 10.9K followers, [----] engagements

"Along the river Gradac near Valjevo πŸ’š"
X Link 2025-08-04T15:20Z 10.9K followers, [----] engagements

"Hey can someone at @unity please explain my friend @vintprog why he can't receive any money from his Asset Store sales while living in one of the most dangerous parts of Ukraine (Sumy) "Sanctions related" and no answer in [--] days - wtf"
X Link 2025-08-09T21:40Z 10.9K followers, [----] engagements

"Bakery is on sale again A summer sale they say ✨πŸ₯¨May I interest you in some fresh warm baked global illuminationπŸ₯¨πŸ’– #gamedev https://assetstore.unity.com/packages/tools/level-design/bakery-gpu-lightmapper-122218 https://assetstore.unity.com/packages/tools/level-design/bakery-gpu-lightmapper-122218"
X Link 2025-08-12T18:39Z 10.9K followers, [----] engagements

"@EvgenNech @unity @vintprog Yeah. I'm not aware of Sumy being in any sanctions list for example It's not occupied"
X Link 2025-08-28T07:58Z 10.9K followers, [--] engagements

"@grujicbr @idSoftwareTiago And I don't agree with your point - we're making games for the players and they care more about artifacts and perf than our bake time. Plus I don't understand how you can bake LMs for days at least on the GPU (and using CPU for that today is insanity)"
X Link 2025-09-06T07:21Z 10.9K followers, [---] engagements

"@grujicbr @idSoftwareTiago I wonder what were the bake times for the Order [----] They had an OptiX based pathtracer. Maybe @MyNameIsMJP remembers"
X Link 2025-09-06T07:22Z 10.9K followers, [---] engagements

"@grujicbr @MyNameIsMJP @idSoftwareTiago Sounds like crazy amount of data. And given Far Cry's area size. I see where you opinion is coming from. Would rather go for RT GI myself"
X Link 2025-09-07T22:14Z 10.9K followers, [---] engagements

"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 πŸ˜‹ (video from RTPreview for fanciness but it looks the same when baked) #gamedev Oh boy got the textures hooked up https://t.co/i8WzIPAdS9 Oh boy got the textures hooked up https://t.co/i8WzIPAdS9"
X Link 2025-09-11T19:22Z 11.2K followers, 239.7K engagements

"Important notes: - It tints all direct/indirect rays but doesn't scatter them. For that try Bakery's SSS feature instead. - Works with all directional modes light types GI probes volumes. - In Shadowmask mode as masks are assumed grayscale only R channel is used"
X Link 2025-09-11T19:26Z 11.2K followers, [----] engagements

"@XorDev @FabriceNEYRET Why aren't empathy-based rules objective Most religions and philosophies agree: (also reading criticism and counter-criticism on the same page is useful) Any morality code that violates this basic pillar for some "greater good" is subjective to me. https://en.m.wikipedia.org/wiki/Golden_Rule https://en.m.wikipedia.org/wiki/Golden_Rule"
X Link 2025-09-27T05:43Z 11.2K followers, [---] engagements

"Main highlights added since v1.96"
X Link 2025-09-28T09:56Z 11.2K followers, [----] engagements

"@NOTimothyLottes I was thinking to try to ouput UVs + material type (and maybe derivatives) to the GBuffer and also store all extra BRDF-related textures (SSS-related masks pore normals etc) in a texarray (or one could use bindless). Wouldn't that let deferred scale to any complex shading"
X Link 2025-09-30T06:34Z 11.2K followers, [---] engagements

"@NOTimothyLottes So that's what I'm saying - instead of making GBuffer thick with extra data - just store UV/id (and as Unity paper mentioned by @bgolus suggest tangent frame) and use it to fetch any amount of still compressed data"
X Link 2025-09-30T13:10Z 11.2K followers, [---] engagements

"@NOTimothyLottes @bgolus Sounds doable fully on the GPU but will need [--] passes. Split VT into small tiles - Raster the scene and mark used tile IDs - Pack used tiles to an atlas - shade - Raster again reading VT"
X Link 2025-09-30T17:06Z 11.2K followers, [---] engagements

"@aras_p @SebAaltonen Bsky doesn't allow editing posts too and mastodon didn't gain enough traction πŸ˜” I still cross-post my most important posts everywhere but twitter is still the biggest one"
X Link 2025-10-01T09:08Z 11.2K followers, [---] engagements

"Bakery v1.97 is live on the Asset Store Better performance colored transparencies better light probes presets rotatable volumes and lots of other things. πŸ₯¨ #gamedev #raytracing #lightmaps https://assetstore.unity.com/packages/tools/level-design/bakery-gpu-lightmapper-122218 https://assetstore.unity.com/packages/tools/level-design/bakery-gpu-lightmapper-122218"
X Link 2025-10-04T12:34Z 11.2K followers, [----] engagements

"@ahsansharif321 APV support is kinda beta. You can bake them (SH colors occlusion sky occlusion/direction) but lightmaps also need to be baked (can't use APV-only). Validity data is not generated. I'm planning to add a new system similar to APV but different as it would be easier to support"
X Link 2025-10-04T12:42Z 11.2K followers, [--] engagements

"Trying to do some GPU cloth physics simulation #gamedev #webgl"
X Link 2016-12-05T16:42Z 10.9K followers, [--] engagements

"Some more GPU cloth physics test #gamedev #webgl https://youtu.be/XCln8D_tbHM https://youtu.be/XCln8D_tbHM"
X Link 2016-12-07T21:01Z 10.9K followers, [--] engagements

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