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
Autumn here is still crazy beautiful (Tornička Bobija, western Serbia)
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no fucking temporal
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Real-time spectral rendering of the atmosphere using Radiance Cascades with rainbows and refraction. Light paths are allowed to bend and create complex dispersion as well as atmospheric lensing.
Wave Cascades: A wave-optical extension of Radiance Cascades for real-time simulation of Lorenz-Mie scattering and Lorenz-Mie-Fresnel diffraction. Fully spectral Mie LUT is computed in real-time (white=measured, green=computed), and I sample it with UHRC which is fully spectral.
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The corner restaurant has finally opened #gamedev #indiedev
City. Don't mind the artifacts - they'll be fixed. Eventually. I promise. Also I'm really tired. #gamedev #indiedev
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Reminder that you can (ab)use existing anisotropic filtering multisampling for any directional blurs 🙂
Found a nice way to approximate road and wheel disk motion blur using anisotropic filtering controlled via textureGrad #gamedev
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Quake3 running inside Linux running inside VM running inside pixel shader running inside a game...
So if you thought Doom on Linux in a fragment shader in VRChat was crazy... Turns out if you optimize it enough to run Quake 3 Arena! I also added VR controls. And even a barely working LAN connection between users via Udon. World: vrchat.com/home/launch?world…
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95% of times I hear a game got "remaster"/"definitive" edition, it means "we hired part-time interns to do a shit job, screw art direction, didn't test it & just want quick cash off old name". Only thing old games need is HW/OS/widescreen/general bug fixes. Mods are for the rest.
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Great explainer video going over the GJK algorithm (from 5 years ago!) (GJK is commonly used in game physics for collision detection.) youtube.com/watch?v=ajv46BSq…
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Autumn in eastern Serbia (Kučaj) 🧡 (not render)
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Fishing in the pool
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meshoptimizer 1.3 is out! Featuring a new voxel remesher, support for normal generation, several simplification improvements and various optimizations. GitHub stars and retweets appreciated! Project started 10 years ago; excited for the years to come! github.com/zeux/meshoptimize…
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There won't be any quest markers, minimaps and compasses in @fadedthegame . Instead you'll need to look at actual maps and building signs or ask around. All streets are named & buildings numbered. (don't worry, I'll localize these)
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Can still be tricky if your goal is tucked inside a multi-layered back alley...
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Now that's some good shading
Replying to @Michael_Moroz_
The idea was to basically use minimum blending and use all 4 color channels on the screen to write 4 depths: Nearest frontsurface, nearest backsurface, furthest frontsurface and furthest backsurface. (you can do min and max by inverting the numbers) Rendering the liquid with ZTest Off gives a pretty good approximation of the surfaces the liquid has that are within the field of view. Combining this with screen space ray marching of the scene depth and one can get a pretty decent emulation of how a multibounce ray traced fluid would have looked like, while being much faster. Without the 4 depths it would have been impossible to properly show the optical depth of absorption of light of the entire mass of fluid with air in-between.
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Meanwhile... Bakery v1.985 is out! Full changelog in the pic. Mainly released it now to fix Unity 6.5+ compatibility, but there are also some good performance optimizations. (and it's still on 50% sale, btw) #gamedev
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I feel obliged to share this cat I saw today
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Forgot why, but Bakery (and RTPreview) is on sale again! 👀 #gamedev (Link below) (BTW I'm submitting a new version this week, mainly to resolve issues with Unity 6.5+, and these fixes are also available on github)
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