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 π 154 π 29 π¬ 1 π 2@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/
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 π 154 π 29 π¬ 1 π 2The people of Ukraine continue to endure ongoing Russian aggression.
From February 2 to 9, weβll donate 100% of the proceeds from our games and DLC on all platforms to People In Need in support of humanitarian aid in Ukraine.
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.
Thereβs 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 π 2 π 1 π¬ 0 π 0Slapped 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 π 12 π 1 π¬ 0 π 0Lovely results!
10.01.2026 10:48 β π 2 π 0 π¬ 1 π 0Aand the new Bakery patch is now available on the Asset Store! (and it's still 50% off)
assetstore.unity.com/packages/too...
#gamedev
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!
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)
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".
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 π
But on the other hand, it's now much more efficient and in retrospect I see why NV wanted to deprecate 6...
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 (!)
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 π 3 π 0 π¬ 0 π 0Nvidia 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.
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 π 10 π 1 π¬ 0 π 0The 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 π 102 π 29 π¬ 4 π 1Does 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 πποΈ
And the real time preview is also discounted 50% β€οΈ
assetstore.unity.com/packages/too...
Bakery is on the Black Friday sale! ππ
assetstore.unity.com/packages/too...
#gamedev
Mirror inside a mirror behind a glass reflecting a stained glass (photo)
12.11.2025 16:14 β π 10 π 1 π¬ 0 π 0Nice!
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...
Totally normal skinning
07.10.2025 11:54 β π 110 π 18 π¬ 2 π 1RTPreview was also updated for compatibility:
assetstore.unity.com/packages/too...
Full changelog: docs.google.com/document/d/1...
04.10.2025 12:38 β π 3 π 0 π¬ 1 π 0Bakery 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.
π₯¨
#gamedev #raytracing #lightmaps
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 π 50 π 13 π¬ 2 π 0Github access is here if you have the Store one: geom.io/bakery/wiki/...
28.09.2025 10:18 β π 4 π 0 π¬ 0 π 0So, Iβm 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 whatβs gonna land on the store), just to make sure nothing suddenly broke, that would help a lot! π
Another stunner.
"Video Game Blurs (and how the best one works)"
blog.frost.kiwi/dual-kawase/
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 π 5 π 0 π¬ 0 π 0