When your kid goes to bed next to you with a Bulborb/Chappy and you wake up the next morning. #Pikmin
11.01.2026 18:12 β π 5 π 0 π¬ 0 π 0@theallenchou.bsky.social
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
11.01.2026 18:12 β π 5 π 0 π¬ 0 π 0Greeted by (Β΄α΄₯`)
25.11.2025 01:23 β π 3 π 0 π¬ 0 π 0I had to force myself not to.
17.11.2025 08:12 β π 1 π 0 π¬ 0 π 0Croffle.
17.11.2025 02:28 β π 4 π 0 π¬ 1 π 0Big Bro #NineSols
25.08.2025 22:15 β π 6 π 0 π¬ 0 π 0New desk friends.
11.08.2025 17:34 β π 11 π 0 π¬ 0 π 0If 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).
14.07.2025 01:45 β π 2 π 0 π¬ 0 π 0When you spot a typoβ¦
13.07.2025 16:36 β π 5 π 0 π¬ 0 π 0And 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.
13.07.2025 09:44 β π 3 π 0 π¬ 1 π 0You 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.
13.07.2025 09:38 β π 7 π 0 π¬ 1 π 0Right. 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.
13.07.2025 05:32 β π 2 π 0 π¬ 2 π 0Alright. 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
13.07.2025 05:11 β π 30 π 4 π¬ 4 π 0
BTW this video was what prompted this search.
www.reddit.com/r/NatureIsFu...
Interesting choice of image, AI.
28.06.2025 18:30 β π 8 π 0 π¬ 2 π 0They didnβt say adults couldnβt join a kidsβ Easter bunny coloring activity at the park π°
13.04.2025 23:20 β π 2 π 0 π¬ 0 π 0Just a few sphere brushes oscillating in sine waves.
15.03.2025 22:47 β π 1 π 0 π¬ 0 π 0TIL the acronym FUI. Thanks and this is beautiful.
10.03.2025 03:39 β π 2 π 0 π¬ 1 π 0Inverting normals can come in handy for shaping interior spaces more intuitively. #MudBun #GameDev #MadeWithUnity #VFX
04.03.2025 05:32 β π 39 π 5 π¬ 0 π 1GPU-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
04.03.2025 05:25 β π 21 π 3 π¬ 0 π 0Ray-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
22.02.2025 07:39 β π 16 π 5 π¬ 0 π 0Take 1 was in 2021, and this time I have some ideas to make it more performant.
22.02.2025 07:51 β π 5 π 0 π¬ 0 π 0Ray-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
22.02.2025 07:39 β π 16 π 5 π¬ 0 π 0Another 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
19.02.2025 08:54 β π 19 π 1 π¬ 1 π 0Another demo of blending between surface nets and intermediate dual quads. #MudBun #GameDev #MadeWithUnity #VFX
19.02.2025 08:49 β π 17 π 1 π¬ 0 π 1Quick & 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
19.02.2025 08:45 β π 18 π 1 π¬ 0 π 0Transparency blend & splat size blend. #MudBun #GameDev #MadeWithUnity #VFX
19.02.2025 08:41 β π 41 π 4 π¬ 0 π 0I mean if you squint you can kind of see the axes pointing away from youβ¦making this right-handed.
18.02.2025 23:05 β π 2 π 0 π¬ 1 π 0Sometimes 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
18.02.2025 03:22 β π 18 π 2 π¬ 0 π 0This is such a cute idea!
17.02.2025 09:51 β π 1 π 0 π¬ 0 π 0More 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
17.02.2025 06:41 β π 12 π 1 π¬ 0 π 0