Mr F

@guycalledfrank.bsky.social

Graphics programmer, indie game developer. Developed Bakery (a GPU lightmapper) and some other tools. Ex-PlayCanvas engine dev. Working on Faded: https://linktr.ee/fadedthegame Other stuff: https://ndotl.wordpress.com/cv/

Previously Bakery didn't apply AO to light probes or volumes. There was a hidden option... but I didn't like how it worked. Now you can choose to apply it properly.

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this is such brilliant work. id never have thought to fit toruses, but nicole's explanation below makes it seem so natural in hindsight. and then packs 9000 other awesome connections to other hard problems into one paper. chapeau to her & the co-authors

Nicole Feng@nicole--f.bsky.social · last wk.

At #SIGGRAPH2026, I presented "points as tori" (PAT) for fast pointwise evaluation of signed distance for point clouds. Some code (Python w/ C++ extensions) and demo up: github.com/nzfeng/point... Contributions from people/LLMs welcome. Explainer thread below for the project: 🧵

Another little feature for today: when baking in full SH mode, you can force Bakery to pack all 3 extra maps in one (with some padding). It avoids using MaterialPropertyBlocks and slightly improves performance on all machines tested (didn't test mobile yet).

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Another feature for today: finally managed to hack-ishly write most of the bake metadata into LightingDataAssets (instead of scripted arrays), you can enable it in project settings now. Didn't benchmark it yet, but it can potentially improve scene loading times.

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Added experimental Multivolumes to the github version of Bakery. Long story short, it allows you to read all BakeryVolumes of the scene in 1 texture tap in shaders, so it doesn't break any batching, & sub-volumes can still move/rotate dynamically. Longer explanation is in the pic

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Updated Bakery's new OptiX9 version to support baking on multiple GPUs in parallel (on github). Currently only affects raytracing passes (not blend/denoise, but its easy to add later). If you have multiple GPUs, you can try it! (I don't but 1 person tested it successfully so far)

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I don't post WIP content from Faded very often as there're many unfinished/unpolished parts, but as I already mentioned the crowd sim on twitter... here is the test scene. About 800 characters, 56 bones each, animation is 3.5 minutes (!) with random offset, LOD0 is at ~20k verts #indiedev #gamedev

Low-key added a massive new feature to the github version of Bakery. If enabled, it should noticeably improve export & tracing time for scenes with large amounts of copy-pasted objects (e.g. forests). #gamedev

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Do you also dislike how Unity's WheelCollider only casts 1 center ray, so cars jump on every tiny bump? Did you also see 3rd-party assets doing like 16 rays per wheel and thought maybe it's kinda expensive? Did you know that PhysX can actually sweep convex shapes instead of rays? #gamedev

The people of Ukraine continue to endure ongoing Russian aggression. From February 2 to 9, we’ll donate 100% of the proceeds from our games and DLC on all platforms to People In Need in support of humanitarian aid in Ukraine.

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The black friday sale is over, but now there's a new one! Because Christmas is near or something? I guess! #gamedev (And if you're on a >= 590 driver, please try the github patch! It's almost ready for the Store release)

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