
Ming-Lun “Allen” Chou | TheAllenChou@bsky
@TheAllenChou
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Principal Game Programmer @Naughty_Dog from Taiwan. Math. Physics. Graphics. AI. Bunnies 🐰 MudBun: https://t.co/qkrB6NmZ14
http://discord.gg/MEGuEFU
Joined October 2009
RT @dom2d: BOMB BUSTERS named game of the year at the biggest board game award, the Spiel des Jahres! (Also I am available for illustration….
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RT @Naughty_Dog: "On behalf of the entire development team at Naughty Dog, thank you to the Academy, and a huge congrats to the entire cast….
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Alright. In my next project I'm going to have separate point & vector types, as they should be. We have this at work in our C++ engine and I can't go back. This guards against things like accidentally adding together two Vector3's that represent points. #GameDev #MadeWithUnity
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BTW this video was what prompted this search.
reddit.com
Explore this post and more from the NatureIsFuckingLit community
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Inverting normals can come in handy for shaping interior spaces more intuitively. #MudBun #GameDev #MadeWithUnity #VFX
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GPU-based auto-smoothing was fun to implement. Adjacency is constructed by spatially hashing & adding coinciding verts to a shared list. Then each vert's normal is updated to be a weighted avg. of similar normals of verts in the same list. #MudBun #GameDev #MadeWithUnity #VFX
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RT @TheAllenChou: Ray-marched surface, take 2. Not sure why it's so much brighter than regular meshing. Even dual contouring can't beat thi….
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Take 1 was in 2021, and this time I have some ideas to make it more performant.
Marching cubes vs. ray-marched surface. Distilled parameters down to: max steps, accuracy, and max distance. Maybe I'll add normal blur to the mix for stylized smooth normals. #MudBun #MadeWithUnity #GameDev #VFX
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Ray-marched surface, take 2. Not sure why it's so much brighter than regular meshing. Even dual contouring can't beat this because it's the ground truth. Voxel density affects the proxy mesh complexity but doesn't change the visuals. #MudBun #MadeWithUnity #GameDev #VFX
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RT @mattcohen2: There’s an amazing new #AI trick. I used it to make my profile pic, but it works for any size project. I just followed th….
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Another one. Blending between surface nets or dual contouring and intermediate dual quads never gets old. The mesh is constructed & animated by sampling triangle noise with scrolling spherical coordinates. #MudBun #GameDev #MadeWithUnity #VFX
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Another demo of blending between surface nets and intermediate dual quads. #MudBun #GameDev #MadeWithUnity #VFX
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Quick & easy way to get dithered transparency to look more convincing on overlapping transparent objects: throw unique object hash/ID into the mix for noise seed. #GameDev #MadeWithUnity
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Sometimes it's desired to jitter splat orientation. With high-frequency noise though, the normals might appear to be too noisy. A blend back to the original normals can help, in the same vein as normal transfer techniques for foliage in games. #MudBun #GameDev #MadeWithUnity #VFX
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More documentary of the shelved experimental ray-traced voxel render mode. Splat size was used as a proxy for rendered voxel size. #MudBun #GameDev #MadeWithUnity #VFX
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