There's a Mac section in the Steam post π
30.07.2025 13:50 β π 4 π 0 π¬ 0 π 0@h3r2tic.bsky.social
Washed-up renderologist working on #TinyGlade with @anopara.bsky.social; Β½ of Pounce Light, Β½ making sense Β½ the time; he/him; π¦
There's a Mac section in the Steam post π
30.07.2025 13:50 β π 4 π 0 π¬ 0 π 0Yas, it's rather easy:
partner.steamgames.com/doc/api/ISte...
As long as it's not Intel (U)HD Graphics, it should still run decently well, especially with the new upscaling :)
14.03.2025 20:02 β π 0 π 0 π¬ 0 π 0Aaaaalmost full - our GPU selection / driver warning screen doesn't support controller input yet
14.03.2025 20:01 β π 1 π 0 π¬ 0 π 0Do you mean other devs? Tiny Glade has been Linux-native from the start :)
14.03.2025 20:00 β π 1 π 0 π¬ 1 π 0Thanks, maaan :D
*dances around*
(That's some crazy company to be in xD)
This is pretty insane π³π³
13.03.2025 14:33 β π 205 π 14 π¬ 16 π 2One of the benefits of a microscopic team, but also kind of a necessity; maybe the real thing would actually work better if we poured more time into it, but we can't quite afford the time to find out ^^; In the end we still piggy-back on the research done by grown-ups to pull off our silly hacks xD
17.12.2024 11:01 β π 2 π 0 π¬ 0 π 0Yes, but poorly xD
bsky.app/profile/h3r2...
And this right here is why ye olde tiled lighting would never fly in Tiny Glade :D
(build by Omayli)
Cause the contribution weight contains noise that you multiply into the otherwise potentially noise-free radiance (noise-free if you manage to discover all the lights to evaluate)
09.12.2024 10:39 β π 1 π 0 π¬ 0 π 0Finally online, the brilliant talk Pondering Orbs by Mikkel Svendsen on the rendering of the similarly brilliant game Cocoon youtu.be/8kS17jt38XQ?...
07.12.2024 15:42 β π 63 π 16 π¬ 1 π 0Oh, and thank you for the kind words <3
08.12.2024 18:20 β π 0 π 0 π¬ 0 π 0Hah, well, falling back to ray tracing would likely be great, but even if the potato geometry was sufficient, we likely couldn't afford it. But hey, there's probably use cases where that's juuust fine :)
08.12.2024 18:15 β π 0 π 0 π¬ 0 π 0I've used a lot of ReSTIR before in my toy rendering engine - which I'd made specifically to mess around with global illumination algorithms.
It's all about trying a bunch of techniques (for many years), and then mixing & matching in strange new ways.
Glad you found the content density to your liking :D
We'll see, I would need to get a HDR monitor first xD I've been eyeballing some for a while, so it's plausible.
I'll get on that Infected Mushroom licensing deal right away.
08.12.2024 18:03 β π 4 π 0 π¬ 0 π 0Nope, I've had enough clicking :P Have this instead.
It's a bit broken of course; needs a denoiser, and likely a shadow cache, as screen-space stuff breaks apart at this scale.
Thanks dude :) Glad to hear that the game works like hypnotoad for rendering folks too xD
My guess is that we'll keep evolving the renderer to cope with the kinda craziness that players throw at it :D (assuming the game remains popular) Should be fun!
The probabilities of the losing lights are used in the math, so that the expected value is the mean of all the lights, not just the chosen ones. Standard importance sampling stuff, with picking from a PMF, only realized in a streaming fashion via reservoir sampling.
08.12.2024 17:56 β π 1 π 0 π¬ 0 π 0Indeed :) It's about designing the failure mode, and for UGC stuff, bias (or even noise) is possibly better than terrible performance, tile-shaped artifacts, or harsh limits.
I'm can't wait to see what kinda trickery you come up with for HypeHype! :)
Thank you! I think it might be one of the benefits of hyper-specializing tech for our game. This would likely be way trickier for the devs of a larger engine to pull off ^^;
06.12.2024 01:57 β π 7 π 0 π¬ 1 π 0:D
"Ummm yeah, can you elaborate a bit on slides 50 to 130?"
(But I've also just realized that there's 16 spare bits in each reservoir, which could be used to encode depth, and cheaply reject poorly fitting reservoirs, reducing the bias)
06.12.2024 01:46 β π 7 π 0 π¬ 0 π 0They all come in the same radius and intensity. If we unlock that at some point, we'll see if the data structure needs adapting :)
05.12.2024 22:57 β π 2 π 0 π¬ 0 π 0Hahha, wow, at least I bet Gilbert and Sullivan would have been proud. [cue I Am the Very Model of a Modern Major-General]
05.12.2024 22:53 β π 1 π 0 π¬ 1 π 0Oh yeah, and there's probably also darkening around depth discontinuities, especially on thin features, but I've been "lucky" in my testing so far. We'll see what happens once we unleash this on our players :)
05.12.2024 22:49 β π 7 π 0 π¬ 1 π 0Cheers!
Kinda :D But it's also been annoying me since launch xD
DIS GUY covers.
05.12.2024 22:13 β π 0 π 0 π¬ 0 π 0