Mr F's Avatar

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/

1,280 Followers  |  104 Following  |  133 Posts  |  Joined: 16.08.2023  |  1.9304

Latest posts by guycalledfrank.bsky.social on Bluesky

Video thumbnail

New post on how to do real-time diffuse global illumination using surfels and #WebGPU: juretriglav.si/surfel-based... #threejs

29.01.2026 12:22 β€” πŸ‘ 154    πŸ” 29    πŸ’¬ 1    πŸ“Œ 2
Post image

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.

02.02.2026 13:36 β€” πŸ‘ 255    πŸ” 109    πŸ’¬ 8    πŸ“Œ 9
Post image Post image Post image Post image

Marcin Zalewski informed me that his blog post on real-time hair rendering using ray tracing is now available:
mmzala.github.io/blog/hair-ge...
This is nice work, in which he compares NVidia's hardware accelerated hair to several alternatives, including Reshetov's Phantom Ray Hair Intersector.

02.02.2026 15:29 β€” πŸ‘ 39    πŸ” 12    πŸ’¬ 0    πŸ“Œ 0
Preview
GitHub - pm4rtx/Unity-FrustumCulling: An example frustum culling implemented using Unity Burst compiler and native plugin An example frustum culling implemented using Unity Burst compiler and native plugin - pm4rtx/Unity-FrustumCulling

There’s also so called AoSoA layout which has benefits of the both (and some GPUs support that 10+ years but APIs never exposed). An example of AoSoA use on CPU also shows pretty solid perf (e.g. : github.com/pm4rtx/Unity...)

03.02.2026 02:25 β€” πŸ‘ 2    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
Post image

Slapped together a dialogue editor for my game in ~3 days, based on imgui-node-editor from thedmd (github.com/thedmd/imgui...). They were previously all just hardcoded inside NPC behaviours and it was a mess to read (+ nobody else could write them), so hopefully it was worth it!

31.01.2026 10:39 β€” πŸ‘ 12    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0

Lovely results!

10.01.2026 10:48 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Aand the new Bakery patch is now available on the Asset Store! (and it's still 50% off)
assetstore.unity.com/packages/too...

#gamedev

24.12.2025 00:49 β€” πŸ‘ 8    πŸ” 4    πŸ’¬ 0    πŸ“Œ 0

If you had an issue on a 50xx GPU after that patch, please try patching again - I've just updated it.
Many thanks to @imlexz.bsky.social for testing!

23.12.2025 18:47 β€” πŸ‘ 4    πŸ” 0    πŸ’¬ 0    πŸ“Œ 1
Post image

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)

21.12.2025 14:18 β€” πŸ‘ 12    πŸ” 5    πŸ’¬ 0    πŸ“Œ 0
Preview
No Graphics API β€” Sebastian Aaltonen Graphics APIs and shader languages have significantly increased in complexity over the past decade. It’s time to start discussing how to strip down the abstractions to simplify development, improve pe...

My "No Graphics API" blog post is live! Please repost :)
www.sebastianaaltonen.com/blog/no-grap...

I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".

16.12.2025 18:51 β€” πŸ‘ 464    πŸ” 191    πŸ’¬ 19    πŸ“Œ 12

New Bakery version uses OptiX9 library instead 6.
OptiX9 API is massively different to OptiX6. The "fix" was comparable to porting a DX9 game engine to DX12 πŸ˜…
But on the other hand, it's now much more efficient and in retrospect I see why NV wanted to deprecate 6...

15.12.2025 16:58 β€” πŸ‘ 7    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Bakery has been updated to support the new drivers!

Please try updating via github/patcher. If no issues are reported within the next week, I'll update the Asset Store version.

The new version should also bake faster (!)

15.12.2025 16:50 β€” πŸ‘ 14    πŸ” 2    πŸ’¬ 1    πŸ“Œ 1

I couldn't find any notice of optix6 being officially deprecated so I HOPE it's a temporary bug.

07.12.2025 05:05 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Nvidia driver 591.44 breaks OptiX6 support and therefore Bakery. If you get "failed to load optix library", please use any older driver.
In the meantime I'm waiting for a response from nvidia and working on a patch myself.

07.12.2025 05:04 β€” πŸ‘ 21    πŸ” 7    πŸ’¬ 1    πŸ“Œ 1

you can also use morton order as your 'hash' function to increase cache coherence even more. we used this all over dreams. admittedly not in an ao caching context, but one where build rates were lower. but, still worth a read in case it sparks any ideas in your head. its one of my faves ever

24.11.2025 08:37 β€” πŸ‘ 10    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0

The post on using spatial hashing with raytraced ambient occlusion attracted quite a bit of interest so I expanded it into a blog post to discuss how it works behind the scenes to both reduce the noise and its cost. interplayoflight.wordpress.com/2025/11/23/s...

23.11.2025 21:05 β€” πŸ‘ 102    πŸ” 29    πŸ’¬ 4    πŸ“Œ 1

Does anyone know (or happen to be) a person with a reasonable (D)SLR in Riga (Latvia)?
I would love (and can pay for) a little texture photoshoot of a few buildings πŸ™πŸ™οΈ

22.11.2025 14:17 β€” πŸ‘ 2    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
Preview
Bakery Real-Time Preview | Level Design | Unity Asset Store Get the Bakery Real-Time Preview package from Mr F and speed up your game development process. Find this & other Level Design options on the Unity Asset Store.

And the real time preview is also discounted 50% ❀️

assetstore.unity.com/packages/too...

19.11.2025 22:11 β€” πŸ‘ 5    πŸ” 2    πŸ’¬ 0    πŸ“Œ 0
Post image

Bakery is on the Black Friday sale! πŸ‘€πŸ‘€

assetstore.unity.com/packages/too...

#gamedev

19.11.2025 21:37 β€” πŸ‘ 21    πŸ” 10    πŸ’¬ 1    πŸ“Œ 0
Post image Post image

Mirror inside a mirror behind a glass reflecting a stained glass (photo)

12.11.2025 16:14 β€” πŸ‘ 10    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0

Nice!
How are the blobs applied though? Are they computed inside the receiver's pixel shader? In a loop? Or multipass with blend? Or deferred? Or...

07.10.2025 19:42 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Video thumbnail

Totally normal skinning

07.10.2025 11:54 β€” πŸ‘ 110    πŸ” 18    πŸ’¬ 2    πŸ“Œ 1
Post image

RTPreview was also updated for compatibility:

assetstore.unity.com/packages/too...

04.10.2025 12:39 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
Preview
Bakery - GPU Lightmapper (changelog) Bakery - GPU Lightmapper Changelog v1.1 - Added support for custom shaders (Meta Pass). Includes any procedural albedo and emission. Opacity maps are still taken by name. - Added HDRP and LWRP suppor...

Full changelog: docs.google.com/document/d/1...

04.10.2025 12:38 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Post image

Bakery v1.97 is live on the Asset Store!
assetstore.unity.com/packages/too...

Better performance, colored transparencies, better light probes, presets, rotatable volumes and lots of other things.

πŸ₯¨

#gamedev #raytracing #lightmaps

04.10.2025 12:38 β€” πŸ‘ 51    πŸ” 11    πŸ’¬ 1    πŸ“Œ 1
Preview
The performance impact of vertex shader exports Following up on the previous post on GPU utilization and performance, and to provide a practical example, I expanded a bit on a topic discussed in brief: vertex shader exports and their impact on p…

Continuing on the topic of GPU utilisation and performance, as a practical example, I looked a bit deeper into the impact of vertex shader exports on the cost of a drawcall and wrote another blog post with some observations interplayoflight.wordpress.com/2025/09/21/t...

21.09.2025 20:05 β€” πŸ‘ 50    πŸ” 13    πŸ’¬ 2    πŸ“Œ 0
Github access - Bakery GPU Lightmapper: Wiki

Github access is here if you have the Store one: geom.io/bakery/wiki/...

28.09.2025 10:18 β€” πŸ‘ 4    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
Preview
Bakery - GPU Lightmapper (changelog) Bakery - GPU Lightmapper Changelog v1.1 - Added support for custom shaders (Meta Pass). Includes any procedural albedo and emission. Opacity maps are still taken by name. - Added HDRP and LWRP suppor...

So, I’m preparing the new Asset Store version (v1.97) for Bakery. Current changelog is here: docs.google.com/document/d/1...

If you can test the latest github version (which is basically what’s gonna land on the store), just to make sure nothing suddenly broke, that would help a lot! πŸ™‚

28.09.2025 10:18 β€” πŸ‘ 9    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Preview
Video Game Blurs (and how the best one works) How to build realtime blurs on the GPU and how the best blur algorithm works - "Dual Kawase"

Another stunner.

"Video Game Blurs (and how the best one works)"
blog.frost.kiwi/dual-kawase/

27.09.2025 01:28 β€” πŸ‘ 44    πŸ” 8    πŸ’¬ 0    πŸ“Œ 0

Additional important note: Light Filter meshes still receive diffuse lighting as any other lightmapped objects. Not visible on my video because I'm using a simple multiply-blend shader, but you can sample lightmaps on them (make a dusty stained glass?)

11.09.2025 20:51 β€” πŸ‘ 5    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

@guycalledfrank is following 20 prominent accounts