Mr F Profile
Mr F

@guycalledfrank

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10,792
Following
456
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785
Statuses
7,744

Indie game developer, graphics programmer, occasional artist. Working on @fadedthegame and a GPU lightmapper (aka Bakery) to use with it. #NoWar ☮️

Moscow→St.Petersburg→Belgrade
Joined November 2013
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@guycalledfrank
Mr F
2 years
I guess it's time to update my pinned post. Hi, I'm Mr F. I work on Bakery, the GPU lightmapper: I also work on Faded, my game: Also other stuff: I'm against the war:
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Too lazy to program all door interactions... maybe I can just make all doors like this...
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@guycalledfrank
Mr F
2 years
"Lillies don't even move. So bad" - @Nothke
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@guycalledfrank
Mr F
3 years
A bit satisfying
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@guycalledfrank
Mr F
2 years
Low quality shadow filtering IRL
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@guycalledfrank
Mr F
2 years
I have... "improved" @Nothke 's Shakedown vertex shaders a little bit 🤪
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@guycalledfrank
Mr F
5 years
car_LOD4.fbx
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For the last 3 days I was debugging throwing a brick 😅 #indiedev
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OK now it's just a boring door 🥲
Too lazy to program all door interactions... maybe I can just make all doors like this...
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@guycalledfrank
Mr F
2 years
@guycalledfrank
Mr F
2 years
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@guycalledfrank
Mr F
10 months
And you can now scratch the car!
@guycalledfrank
Mr F
10 months
Also made drifting fun in @fadedthegame (skidmarks exaggerated)
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Dark alleys (hopefully not too dark for your monitor...) #gamedev #indiedev
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@guycalledfrank
Mr F
6 years
Tip of the day: Tired of fixing your tree textures to hide tiling? Just twirl your UVs around the tree!
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@guycalledfrank
Mr F
6 months
@kommanderkarl It IS pretty, but they just cut so many gameplay features (usable trams, trains, sidequests, procedural deformation, etc), as well as distorted the original vision, that as a hardcore Mafia fan I cannot call it "definitive". More like "questionable fan tribute"
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And here is a unique killer feature that no other (?) 3rd-person game has: you can also place items accurately instead of violently throwing them all the time😅
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@guycalledfrank
Mr F
4 years
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@guycalledfrank
Mr F
4 years
A little thread on using physical light units. Having a real intensity reference is great. However, should you use them *literally*? After all, huge values can give you precision problems, fail to fit into desired bit count, etc. And how do all these different units relate? (1/x)
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@guycalledfrank
Mr F
2 months
So Unity just nuked their forums. And this is how they migrated them to "Discussions". Sigh. As expected. Classic move.
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Fun (?) fact, both cops in the previous video use the same idle animation, everything else is coming from this simplistic runtime spine IK
Don't trust the cops #gamedev #indiedev
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@guycalledfrank
Mr F
5 years
Back to real-time clouds. Dissatisfied with common ambient solutions (vertical gradient, lerping two colors based on vertical shadow, etc), tried to do full IBL instead #gamedev #indiedev
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Unity took hours to build my game because of the obscene amount of shader permutations (my fault - I have too many shader_features)... until I found this ONE SIMPLE TRICK lol👀 (Basically >10x faster build times in my case)
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@guycalledfrank
Mr F
3 years
City. Don't mind the artifacts - they'll be fixed. Eventually. I promise. Also I'm really tired. #gamedev #indiedev
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@guycalledfrank
Mr F
9 months
Edges of the city... (also known as ебеня) #gamedev #indiedev #screenshotsaturday
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@guycalledfrank
Mr F
3 years
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There's a lot going on there... #indiedev
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@guycalledfrank
Mr F
2 months
Speaking of decals... for many people they are just little singular images they splat on top their level geometry. To fully grasp the power of decals, let me introduce you some pics I took a long time ago when researching how GTA5 renders a frame
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@guycalledfrank
Mr F
2 months
So I finished the first version of the decal asset. Would you like to test it before release? DM me :) Here is the documentation to give you an idea of what it's useful for: #gamedev
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@guycalledfrank
Mr F
2 years
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Dunno if useful for anyone, but here's my favourite sky texture projection (used in my realtime clouds as well as for static tex). Cubemaps are wasteful because of the invisible bottom half, so I changed octahedron slightly to only give the upper half + better horizon resolution
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@guycalledfrank
Mr F
6 years
Bakery (my GPU lightmapper) is finally released! 🎉🎉🎉 #gamedev #indiedev
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Something that annoys me the most in (relatively) modern games and that's not usually addressed: the incredible lack of contrast and broken fog/tonemap destroying all detail. While photographers avoid unreadable over/under exposure and try to be super careful with backlight...
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@guycalledfrank
Mr F
4 years
Some more higher resolution screenshots of the factory #indiedev #gamedev
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OK so here I just moved door handle to another side a tweaked the right arm timings a bit... possibly more natural
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@guycalledfrank
Mr F
6 months
More NPCs, better avoidance
@guycalledfrank
Mr F
8 months
Law-abiding cars avoiding uncivilized citizens
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@guycalledfrank
Mr F
9 years
And this is how I implemented that real-time painterly rendering: #gamedev #indiedev #art
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@guycalledfrank
Mr F
7 months
In 2014 I quickly slapped a prototype of the game, using some free models, some taken from other games, and some that I badly made myself... then I didn't work on it for 3 years, but returned in 2018... took only 10 years to get here 😅(now onto another 80% of the game) #indiedev
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@guycalledfrank
Mr F
4 years
My awesome friend Boris (ENBSeries) just found a way to render convincing self-shadowing from normal maps alone (and even normal GBuffer alone) without having a height map, and I think it's pretty cool!
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@guycalledfrank
Mr F
5 years
a slice of water #gamedev #indiedev
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@guycalledfrank
Mr F
7 months
I went to Budapest, and it was breathtaking (1/x)
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@guycalledfrank
Mr F
3 years
Interiors take time to make #gamedev #indiedev
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@guycalledfrank
Mr F
11 months
Sweeping casually... #gamedev #indiedev
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@guycalledfrank
Mr F
3 years
I'm relocating from Russia, can't live there anymore :( Will continue working on Bakery and @fadedthegame after I get myself a laptop.
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@guycalledfrank
Mr F
2 years
When you have the car damage system, but not NPC reactions
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Some more environment pics #gamedev #indiedev
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@guycalledfrank
Mr F
5 months
Really love this aesthetic. My own approach to graphics is "how I imagined cool graphics in 2004", which is still just good diffuse*lightmap as a base, but more tris/texels + shader effects where they actually make a big difference (water, car paint, skin, etc)
@HelderHP
Helder
5 months
- No normal maps - No specularity - No reflections - No transparency (except for rare 1bit alpha in grates, etc) - No real time lighting (all baked radiosity lightmaps) - No exponential fog - No Post Processing - No SSR / SSAO - No 3rd party geo. (All editor authored BSP)
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@guycalledfrank
Mr F
6 years
So I wrote a big tech writeup about clean GPU lightmap baking:
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Don't trust the cops #gamedev #indiedev
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@guycalledfrank
Mr F
4 years
2 days ago: "implementing IK will be easy, I can just use trigonometry" 1 day ago: wow people actually have long feet what do I do Ended up with an iterative solver 😅 #gamedev #indiedev
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@guycalledfrank
Mr F
4 years
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@guycalledfrank
Mr F
6 months
"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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@guycalledfrank
Mr F
2 years
It's summer outside, but it's autumn in my heart... parametric autumn #gamedev #indiedev
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@guycalledfrank
Mr F
8 months
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@guycalledfrank
Mr F
6 years
Normal person in Unity: - Makes game Me in Unity: - Reimplements lightmaps - Reimplements cascaded shadowmaps - Reimplements fullscreen quads - Complains about it being hard to write your engine inside the engine
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@guycalledfrank
Mr F
10 months
I didn't build a PC from scratch since 2018, and now... - Everything is BIG (console-sized GPUs...) - Everything is HOT (better CPU? sure, let's just make it take extra 150 watt...) - Everything is LED (why...) - Most cases have glass windows so everyone sees the annoying LEDs
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@guycalledfrank
Mr F
2 years
Seriously impressive lighting for a 1998 PS1 game!
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@devilsblush
devils blush
2 years
r4 ❤️
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@guycalledfrank
Mr F
2 years
One integer can hold all possible license plate combinations (I should fix the the UV padding...)
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@guycalledfrank
Mr F
3 years
The thing that heavily influenced my original interest in graphics programming: Morrowind water. And after all these years... I still have no idea how they did it.
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@guycalledfrank
Mr F
5 years
Bakery's interactive preview is getting close to release. All light sources can be now synchronised in real-time. On top of that I managed to get raytraced image into Scene View. Basically you can now have a raytracing playground inside editor 😃 #gamedev #indiedev #raytracing
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@guycalledfrank
Mr F
4 years
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@guycalledfrank
Mr F
4 years
Bakery RTPreview (real-time ray traced preview) is finally released! You can now interactively tweak lighting before baking it. #gamedev #raytracing
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@guycalledfrank
Mr F
7 months
My friend demonstrating correct setup to play @fadedthegame
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@guycalledfrank
Mr F
3 years
*slow motion sounds*
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@guycalledfrank
Mr F
2 years
Did you know that Bakery is a standalone lightmapper that's not limited to Unity? Do you have your own in-house engine that you'd like to complement with a GPU lightmapper? Do you need source code? 👀 I already helped a few companies with that, but I welcome more! :) #gamedev
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@guycalledfrank
Mr F
2 years
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@guycalledfrank
Mr F
3 months
Visualizing sound propagation...
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@guycalledfrank
Mr F
2 years
I knew for a long time that I can do it, but today I actually implemented and tested it. What if we make SH L1 lightmaps grayscale but still sample them using the non-linear Geomerics method instead of using the weird half-lambert solution for directional maps that Unity uses?
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@guycalledfrank
Mr F
3 years
Ah, perfect. Software plugins are no longer welcome on the asset store? 😅 Sorry, I won't write a lightmapper in C#... @unity3d
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🔴🤪🔵
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So, does anyone need Bakery for Godot? 🤪 If there are any good sources of information for Godot extension development and the way lightmaps are stored/assigned there, pls send in replies, maybe I'll hack some prototype
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@Pentadact Ah yes that's my life basically
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@guycalledfrank
Mr F
4 years
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@guycalledfrank
Mr F
10 months
Also made drifting fun in @fadedthegame (skidmarks exaggerated)
@guycalledfrank
Mr F
10 months
Having fun making example scenes for the decal system 😅
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@guycalledfrank
Mr F
10 months
A bit more of that normal-mapped decal testing
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@guycalledfrank
Mr F
2 years
Mr F: "I'm writing a forward renderer" Also Mr F: *adds a 4th render target to his GBuffer* Well, since it ended up like this, I can as well add some small deferred lights for cheap 🤪
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@guycalledfrank
Mr F
6 years
And now with vertex lightmaps
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@guycalledfrank
Mr F
3 years
Professional toolset
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@guycalledfrank
Mr F
3 years
Waves everywheeeere
@guycalledfrank
Mr F
3 years
Yeep that works... There are still many tricks to study, but it's fun how quick you can get the basics working
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@guycalledfrank
Mr F
2 years
Depth buffer particle collision test
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@guycalledfrank
Mr F
5 months
The indie game I'm making and th... way too many inspirations behind it
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@timsoret
Tim Soret
5 months
The indie game I'm making and three of the inspirations behind it
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Scanning new actors for the game
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@guycalledfrank
Mr F
5 months
Animated camera makes everything more epic 👀 #indiedev
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@guycalledfrank
Mr F
4 months
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@guycalledfrank
Mr F
10 months
Having fun making example scenes for the decal system 😅
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@guycalledfrank
Mr F
2 months
Like yeah, the quote tag on the forum is such a niche thing. Nobody every used it! What if we just draw all the tags as plain text. Nobody will notice!
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@guycalledfrank
Mr F
2 years
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@guycalledfrank
Mr F
2 years
Oh fuck. My grandfather just died :( I have to go to Russia to bury him now. Wish me luck, hopefully I'll be back in Belgrade in 10 days.
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@guycalledfrank
Mr F
2 years
It's funny how HLAlyx didn't solve any classic baked lighting problems, but most players don't seem to notice anyway? - Light switches don't turn off light GI - Doorways are just baked with door closed - Doors choose 1 of 2 probes based on camera pos (inside/outside)
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@guycalledfrank
Mr F
2 years
Bakery v1.95 is out! (who could've thought??) Highlights: - MonoSH directional mode; - Preview final lightmap UVs before baking; - Shadow supersampling; - RTPreview support for built-in RP post-processing... Read full changelog here: #gamedev #indiedev
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@guycalledfrank
Mr F
5 years
Just optimized it down to 0.7 ms 🥳
@guycalledfrank
Mr F
5 years
Back to real-time clouds. Dissatisfied with common ambient solutions (vertical gradient, lerping two colors based on vertical shadow, etc), tried to do full IBL instead #gamedev #indiedev
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@guycalledfrank
Mr F
3 years
First satisfactory results with point-splatting compute rasterizer for foliage. Lighting isn't finished yet, but I got TAA working, and it's better than expected! (thanks to @longbool for the recent TAA article)
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@guycalledfrank
Mr F
2 years
Unity management: - Let's close Unity Answers, who needs that. - Let's close our game studio we just opened, who needs that. - Oh! Some internal film production tools that have nothing to do with our engine and which we'll never integrate! Let's buy them for millions!
@sh4na
shana 😋 (andreia gaita)
2 years
This project that Unity debuted this year, aimed at improving users' knowledge of Unity, improve tooling, level up creator skills, that was fun and inspiring, that a lot of people were looking forward to? Everyone in that team picture has been fired.
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@guycalledfrank
Mr F
4 years
I'm gonna spam these cars and this street a bit more because it took months to get them here (?what am I doing with my life?) and because city finally feels alive... gonna record a video soon 😁 #gamedev #indiedev
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@guycalledfrank
Mr F
6 years
Most important things about grass seem to be self-shadowing and accurate high-poly normals
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@guycalledfrank
Mr F
2 months
So I finished the first version of the decal asset. Would you like to test it before release? DM me :) Here is the documentation to give you an idea of what it's useful for: #gamedev
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@guycalledfrank
Mr F
10 months
A bit more of that normal-mapped decal testing
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@guycalledfrank
Mr F
2 years
Just hardcoded license plate lighting directly in shader
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@guycalledfrank
Mr F
7 years
Is anyone interested in OptiX/CUDA lightmapper? I could probably open-source it and write about some non-obvious baking tricks #gamedev
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@guycalledfrank
Mr F
4 years
Since skinning is so boring, I wrote an auto-skinning script: you only mark a couple of important loops and put a few rings around body features. Script then generates a skeleton, fits it to the pose and assigns per-vertex weights. Not boring anymore! #gamedev #indiedev
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@guycalledfrank
Mr F
8 years
Making use of transform feedback #gamedev #webgl 2
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@guycalledfrank
Mr F
2 years
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@guycalledfrank
Mr F
7 months
The time has come for me to finally update Bakery's vertex baking. Now instead of using vertices as sample points, it randomly places them on triangles and filters. No UVs required, works with color/shadowmask/dir/SH. You can try it in the latest patch :)
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