Indie game developer, graphics programmer, occasional artist. Working on @fadedthegame and a GPU lightmapper (aka Bakery) to use with it. #NoWar ☮️
Shorts
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
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I don't post WIP content from Faded very often as there're many unfinished/unpolished parts, but as I already mentioned the crowd sim... here is its test scene. About 800 characters, 56 bones each, animation is 3.5 minutes (!) with random offset, LOD0 is at ~20k verts #indiedev
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"Graphs are cool and modern! Text is for boring coders!" - continues to perform Undo for a single node movement for ~11 seconds in a simple graph after being for ~6 years in development 🤔 (pls deprecate it all already)
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Wrote a new version of my mesh decal system, this one runs completely on the GPU (i.e. all geometry generation, rendering and pooling).
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My friend demonstrating correct setup to play Faded
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Also implemented some simplistic "real-time GI" that works in both lighting and the froxel fog. It's similar to Crytek's LPV in spirit (as it propagates SH in a volume), but does it via downsampling (like you do for bloom)...