Tomasz Stachowiak

Tomasz Stachowiak

@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; πŸ¦€

3,965 Followers 123 Following 63 Posts Joined Aug 2023
7 months ago

There's a Mac section in the Steam post πŸ‘€

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11 months ago
ISteamUtils Interface (Steamworks Documentation)

Yas, it's rather easy:
partner.steamgames.com/doc/api/ISte...

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11 months ago

As long as it's not Intel (U)HD Graphics, it should still run decently well, especially with the new upscaling :)

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11 months ago

Aaaaalmost full - our GPU selection / driver warning screen doesn't support controller input yet

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11 months ago

Do you mean other devs? Tiny Glade has been Linux-native from the start :)

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11 months ago
Preview
a kitten is standing on a bed with a 4gifs.com watermark ALT: a kitten is standing on a bed with a 4gifs.com watermark

Thank you :3

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11 months ago

Thanks, maaan :D
*dances around*

(That's some crazy company to be in xD)

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11 months ago

This is pretty insane 😳😳

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1 year ago

One 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

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1 year ago

Yes, but poorly xD
bsky.app/profile/h3r2...

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1 year ago

And this right here is why ye olde tiled lighting would never fly in Tiny Glade :D

(build by Omayli)

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1 year ago

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)

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1 year ago
YouTube
Pondering Orbs: The Rendering and Art Tools of COCOON YouTube video by Graphics Programming Conference

Finally online, the brilliant talk Pondering Orbs by Mikkel Svendsen on the rendering of the similarly brilliant game Cocoon youtu.be/8kS17jt38XQ?...

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1 year ago

Oh, and thank you for the kind words <3

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1 year ago

Hah, 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 :)

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1 year ago

I'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.

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1 year ago

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.

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1 year ago

I'll get on that Infected Mushroom licensing deal right away.

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1 year ago
Video thumbnail

Nope, 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.

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1 year ago

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!

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1 year ago

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.

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1 year ago

Indeed :) 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! :)

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1 year ago

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 ^^;

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1 year ago

:D
"Ummm yeah, can you elaborate a bit on slides 50 to 130?"

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1 year ago

(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)

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1 year ago

They all come in the same radius and intensity. If we unlock that at some point, we'll see if the data structure needs adapting :)

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1 year ago

Hahha, wow, at least I bet Gilbert and Sullivan would have been proud. [cue I Am the Very Model of a Modern Major-General]

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1 year ago

Oh 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 :)

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1 year ago

Cheers!
Kinda :D But it's also been annoying me since launch xD

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1 year ago

DIS GUY covers.

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