When your kid goes to bed next to you with a Bulborb/Chappy and you wake up the next morning. #Pikmin
@theallenchou
Principal Game Programmer at Naughty Dog from Taiwan. Math. Physics. Graphics. AI. Bunnies π° Gamedev Blog: http://blog.allenchou.net Discord: http://discord.gg/MEGuEFU MudBun: https://longbunnylabs.com/mudbun/
When your kid goes to bed next to you with a Bulborb/Chappy and you wake up the next morning. #Pikmin
Greeted by (Β΄α΄₯`)
I had to force myself not to.
Croffle.
Big Bro #NineSols
New desk friends.
If this is done using SIMD instructions then there isnβt an extra cost for the fourth component divided by 2 (if thatβs what you were referring to by optimizing out).
When you spot a typoβ¦
And IMO angles in degrees and radians should technically be stored in different types because they are different units. But we didn't start out with such rigorous type structures so now we are left with people accidentally mixing degrees with radians.
You mean packing Euler angles in Vector3? IMO people are only doing it because Vector3 happens to hold 3 floats, the same way people use Vector3 to represent 3D points. They are a parameterization of orientation and technically should be a different type.
Right. This is indeed an annoyance. For my use cases at least (mid point, weighted average, lerp, etc.), I created helper functions that bypass usage of origin.
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
BTW this video was what prompted this search.
www.reddit.com/r/NatureIsFu...
Interesting choice of image, AI.
They didnβt say adults couldnβt join a kidsβ Easter bunny coloring activity at the park π°
Just a few sphere brushes oscillating in sine waves.
TIL the acronym FUI. Thanks and this is beautiful.
Inverting normals can come in handy for shaping interior spaces more intuitively. #MudBun #GameDev #MadeWithUnity #VFX
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
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
Take 1 was in 2021, and this time I have some ideas to make it more performant.
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
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
Another demo of blending between surface nets and intermediate dual quads. #MudBun #GameDev #MadeWithUnity #VFX
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
Transparency blend & splat size blend. #MudBun #GameDev #MadeWithUnity #VFX
I mean if you squint you can kind of see the axes pointing away from youβ¦making this right-handed.
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
This is such a cute idea!
More documentary of the shelved experimental ray-traced voxel render mode. Splat size was used as a proxy for rendered voxel size. Had to speed up the video to fit within bsky's limit. #MudBun #GameDev #MadeWithUnity #VFX