Mr F Profile
Mr F

@guycalledfrank

Followers
11K
Following
34K
Media
869
Statuses
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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
Don't wanna be here? Send us removal request.
@guycalledfrank
Mr F
4 years
I guess it's time to update my pinned post. Hi, I'm Mr F. I work on Bakery, the GPU lightmapper: https://t.co/7Egmju0kvz I also work on Faded, my game: https://t.co/pYsCMPzLH9 Also other stuff: https://t.co/TZAyBFzi9c I'm against the war:
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assetstore.unity.com
Get the Bakery - GPU Lightmapper package from Mr F and speed up your game development process. Find this & other Level Design options on the Unity Asset Store.
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I couldn't find any notice of optix6 being officially deprecated so I HOPE it's a temporary bug.
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Nvidia driver 591.44 breaks OptiX6 support and therefore Bakery. If you get "failed to load optix library", please use any older driver. In the meantime I'm waiting for a response from nvidia and working on a patch myself.
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@m_schuetz
Markus Schütz
5 days
This seems really cool: https://t.co/sTmdmRoiaM Using gaussians for seamless tiling of vegetation over wide areas could work out really nice for games.
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@miketuritzin
Mike Turitzin
4 days
I've settled on using a simple utility that wraps D3D's SetStablePowerState to stabilize GPU clock rate when profiling using in-app timers. This simple program does the trick: https://t.co/Qs3EwutzLO This should even work when profiling, e.g., WebGPU apps in browser! [cont]
github.com
Simple GPU clock stabilizer for consistent profiling - milkru/gpu_clock_stabilizer
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@Michael_Moroz_
Mykhailo Moroz
5 days
Decided to go back to making Shadertoy fluid sims for for a bit. This time I improved my particle clustering cellular automaton SPH fluid sim to support multiple species particle merging and splitting. Also some fine tuning of the physics. https://t.co/aqXrfXcVUp
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@WaterMuseum_
The Water Museum
8 days
Time of day driven emission
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@noclipvideo
Noclip
10 days
🚨NEW DOC ALERT🕹️ The Making of Disco Elysium - Part One: Foundations
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@kommanderkarl
Kommander Karl
9 days
Imagine playing a game where player character glitching is a feature instead of a bug, and one must use a consumable to keep glitching at bay lol, well here’s what that could look like thanks to GFuel sponsoring ya boi 🫡
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@Passer1dae
Pavel
11 days
SSR artifacts on water irl
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@KostasAAA
Kostas Anagnostou
14 days
The post on using spatial hashing with raytraced ambient occlusion attracted quite a bit of interest so I expanded it into a blog post to discuss how it works behind the scenes to both reduce the noise and its cost.
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interplayoflight.wordpress.com
Subdividing a 3D space into cells or voxels and using positional and/or directional information to directly index into it is a popular method to store and access local data, typically using 3D text…
@KostasAAA
Kostas Anagnostou
26 days
Did a quick and dirty implementation of a spatial hash structure to speedup RTAO, ray results are stored in cells indexed by pos/normal/cell size and after storing a few rays occlusion can be queried from the cell instead of raytracing it. 3x faster RTAO with no denoising.
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@guycalledfrank
Mr F
16 days
Does anyone know (or happen to be) a person with a reasonable (D)SLR in Riga (Latvia)? I would love (and can pay for) a little texture photoshoot of a few buildings 🙏🏙️
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@guycalledfrank
Mr F
16 days
Woaaah real-time fluid sim with dynamic terrain erosion Actual WebGL demo link:
frenzybyte.github.io
GPU Fluid Simulation.
@jettelly
Jettelly Inc.
17 days
.@FluidFrenzy shared a real-time hydraulic erosion and water-sim demo made with their Fluid Frenzy asset, turning fossil excavation into a small interactive WebGL sandbox. 🌊 See more: https://t.co/Dx0JH1qMPi #gamedev #unity3d #VFX
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@guycalledfrank
Mr F
18 days
Forgot to mention that Bakery Real-Time Preview is also on the same sale 🙂 https://t.co/EqZNK0Po5K
@guycalledfrank
Mr F
18 days
Bakery is on the Black Friday sale! 👀👀 https://t.co/7Egmju0kvz #gamedev
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@guycalledfrank
Mr F
18 days
Bakery is on the Black Friday sale! 👀👀 https://t.co/7Egmju0kvz #gamedev
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@8o1y_ra
Valerii Kim
22 days
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@miketuritzin
Mike Turitzin
25 days
This article is a great dive into the nuts and bolts of creating one of those tiny (but neat) shaders. Both in terms of algorithms and GLSL character minimization! https://t.co/wguoJgU69V
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@guycalledfrank
Mr F
26 days
Mirror inside a mirror behind a glass reflecting a stained glass (photo)
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@MomentsInCG
Christoph Peters
1 month
RGB rendering is founded on lies and perpetuated by misconceptions about the practicality of spectral rendering. My new blog post series describes a spectral GPU path tracer. Part 1 focuses on how to make it work with existing RGB assets. https://t.co/N3t1BEaT3u
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@s4schoener
Sebastian Schöner
1 month
Do you want to improve the performance of your il2cpp Unity projects, without changing your code or your assets? My il2cpp build processor cpp2better is now officially available (on request). Reach out to me, details here: https://t.co/uqjfvpdTjb
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blog.s-schoener.com
It’s been a while since I last talked about cpp2better. Time for an official “here it is” post. What is cpp2better? cpp2better is a tool that hooks into your build pipeline for Unity to achieve...
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@guitio2002
Guillaume Boissé
3 months
Been wanting to implement that fast GGX-based convolution for glossy reflection probes for quite a while and finally made some time for it:) https://t.co/mfa3XKhDFb
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