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Ming-Lun “Allen” Chou | TheAllenChou@bsky Profile
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
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@TheAllenChou
Ming-Lun “Allen” Chou | TheAllenChou@bsky
23 days
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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@TheAllenChou
Ming-Lun “Allen” Chou | TheAllenChou@bsky
26 days
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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@TheAllenChou
Ming-Lun “Allen” Chou | TheAllenChou@bsky
29 days
When you spot a typo…
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@TheAllenChou
Ming-Lun “Allen” Chou | TheAllenChou@bsky
29 days
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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@TheAllenChou
Ming-Lun “Allen” Chou | TheAllenChou@bsky
1 month
BTW this video was what prompted this search.
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reddit.com
Explore this post and more from the NatureIsFuckingLit community
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@TheAllenChou
Ming-Lun “Allen” Chou | TheAllenChou@bsky
1 month
Interesting choice of image, AI.
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@TheAllenChou
Ming-Lun “Allen” Chou | TheAllenChou@bsky
4 months
They didn’t say adults couldn’t join a kids’ Easter bunny coloring activity at the park 🐰
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@TheAllenChou
Ming-Lun “Allen” Chou | TheAllenChou@bsky
5 months
Inverting normals can come in handy for shaping interior spaces more intuitively. #MudBun #GameDev #MadeWithUnity #VFX
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@TheAllenChou
Ming-Lun “Allen” Chou | TheAllenChou@bsky
5 months
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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@TheAllenChou
Ming-Lun “Allen” Chou | TheAllenChou@bsky
6 months
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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@TheAllenChou
Ming-Lun “Allen” Chou | TheAllenChou@bsky
6 months
Take 1 was in 2021, and this time I have some ideas to make it more performant.
@TheAllenChou
Ming-Lun “Allen” Chou | TheAllenChou@bsky
4 years
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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@TheAllenChou
Ming-Lun “Allen” Chou | TheAllenChou@bsky
6 months
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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@TheAllenChou
Ming-Lun “Allen” Chou | TheAllenChou@bsky
6 months
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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@TheAllenChou
Ming-Lun “Allen” Chou | TheAllenChou@bsky
6 months
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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@TheAllenChou
Ming-Lun “Allen” Chou | TheAllenChou@bsky
6 months
Another demo of blending between surface nets and intermediate dual quads. #MudBun #GameDev #MadeWithUnity #VFX
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@TheAllenChou
Ming-Lun “Allen” Chou | TheAllenChou@bsky
6 months
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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@TheAllenChou
Ming-Lun “Allen” Chou | TheAllenChou@bsky
6 months
Transparency blend & splat size blend. #MudBun #GameDev #MadeWithUnity #VFX
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@TheAllenChou
Ming-Lun “Allen” Chou | TheAllenChou@bsky
6 months
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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@TheAllenChou
Ming-Lun “Allen” Chou | TheAllenChou@bsky
6 months
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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@TheAllenChou
Ming-Lun “Allen” Chou | TheAllenChou@bsky
6 months
I tried other branching factors, but somehow (8, 8, 4) is the most performant, by a >20% margin compared to the runner-up IIRC, on my RTX 2080.
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