Mr F (@guycalledfrank) 's Twitter Profile
Mr F

@guycalledfrank

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

ID: 2197291476

calendar_today16-11-2013 07:34:54

8,8K Tweet

10,10K Followers

458 Following

Mr F (@guycalledfrank) 's Twitter Profile Photo

Basic trigonometric IK, but it's satisfying when it finally works. Previously I wrote an overly complicated position-based solver, but it was buggy and wasn't worth it 🥲

Mr F (@guycalledfrank) 's Twitter Profile Photo

Questionable UI, but Decalery now allows you to project receiver's UV1 (for the normal map) to the decal, while moving original decal's UV1 to UV3 (for color/gloss/etc maps). Basically cheap forward-rendered normal-mapped decals.

Mirko (@mirko_salm) 's Twitter Profile Photo

Distant light sampling for GT-VBAO with different quality options: shadertoy.com/view/wc2SzR (+ the math: shadertoy.com/view/wcsXDN)

Distant light sampling for GT-VBAO with different quality options: shadertoy.com/view/wc2SzR (+ the math: shadertoy.com/view/wcsXDN)
Mr F (@guycalledfrank) 's Twitter Profile Photo

Random observation: I'm noticing that when I'm doing graphics programming, 50% of my work is finding ways to compress and pack data... and when I'm doing gameplay programming, 50% of it is fixing all sorts of jitter/shakiness/abrupt transitions...

Fabrice NEYRET - pro (@fabriceneyret) 's Twitter Profile Photo

Real-time online vortex-flow simulation on #shadertoy (go fullscreen for empty space filling). NB: you can dynamically paint markers. shadertoy.com/view/wXcXDM

Real-time online vortex-flow simulation on #shadertoy
(go fullscreen for empty space filling).
NB: you can dynamically paint markers.
shadertoy.com/view/wXcXDM
Mr F (@guycalledfrank) 's Twitter Profile Photo

Did you know that GetWindowRect returns -32000 for a minimized window position? And it's not mentioned in msdn docs. Well, now you know.

Donovan Hutchence (@slimbuck7) 's Twitter Profile Photo

This room was digitised using a camera-mounted flash. As a result, the view-dependent lighting is stored in spherical harmonics. If you disable spherical harmonics you get, roughly, surface albedo. 🔗Link to the scene below

Mr F (@guycalledfrank) 's Twitter Profile Photo

Hey can someone at Unity please explain my friend VintProg why he can't receive any money from his Asset Store sales while living in one of the most dangerous parts of Ukraine (Sumy)? "Sanctions related" and no answer in 28 days - wtf?

Hey can someone at <a href="/unity/">Unity</a> please explain my friend <a href="/vintprog/">VintProg</a> why he can't receive any money from his Asset Store sales while living in one of the most dangerous parts of Ukraine (Sumy)? "Sanctions related" and no answer in 28 days - wtf?
Mr F (@guycalledfrank) 's Twitter Profile Photo

Bakery is on sale again?? A summer sale they say? ✨🥨May I interest you in some fresh warm baked global illumination?🥨💖 assetstore.unity.com/packages/tools… #gamedev

Bakery is on sale again?? A summer sale they say?
✨🥨May I interest you in some fresh warm baked global illumination?🥨💖

assetstore.unity.com/packages/tools…

#gamedev
Kostas Anagnostou (@kostasaaa) 's Twitter Profile Photo

Great Siggraph 2025 presentation of Gran Turismo's tonemapping pipeline, which also includes a fantastic introduction to light perception and tonemapping, its origins and how it evolved over the years with display technology, recommended read: blog.selfshadow.com/publications/s…