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ameye

@ameye.dev
1.7K followers 886 following 371 posts

rendering/tech art 🖍️ love outlines from 🇧🇪 currently living in 🇬🇧 ameye.dev

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ameye @ameye.dev · 15/06/2026
Ever since this post I wanted to see the dog but they replaced it with a giant broccoli 😪
A giant broccoli statue
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ameye @ameye.dev · 30/05/2026
Who talks like that 😅 I prefer the condescending but real StackOverflow devs.
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ameye @ameye.dev · 21/04/2026
It really is great! I used this video for my Jeep controller
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ameye @ameye.dev · 16/04/2026
This was a nice and calm experience in Kyoto: donkou.jp/en/ I also enjoyed stay in Ine (see pics) And in Tokyo just walking around instead of taking the subway you encounter lots of nice spots and secluded temples with nobody there. Enjoy!
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ameye @ameye.dev · 15/04/2026
My Unity outline shader is 50% off! It has tons of features :) assetstore.unity.com/packages/vfx...
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ameye @ameye.dev · 09/04/2026
Snowy rock shader experiment inspired by some rocks I saw in the 'Tintin in Tibet' comic book.
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ameye @ameye.dev · 09/04/2026
Still proud of this 3D recreation I made of a scene from The Wind Rises. The cloud lighting is off but the vibe is there 😄
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ameye @ameye.dev · 04/04/2026
They do? 😅 I like the coloured border. Or you mean the radius looking weird like that?
A UI group
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ameye @ameye.dev · 22/03/2026
Love to be called an outline nerd 😎
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ameye @ameye.dev · 15/03/2026
I am 100% getting this set
Tintin LEGO set
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ameye @ameye.dev · 14/03/2026
First time trying out Godot! Takes some getting used to 😅 Making a caustics shader right now
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ameye @ameye.dev · 14/03/2026
Out of the oven!
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ameye @ameye.dev · 23/02/2026
Added scene loading + BVH! I might just swap out my BVH for @jbikker.bsky.social's tinyBVH but I'm using Rust so will have to see if that's possible, or this one github.com/svenstaro/bv...
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ameye @ameye.dev · 22/02/2026
I added a cool pattern for updating the progress of my path tracer! The initial pass is fast to get a quick and noisy result, and then it gradually updates tile by tile
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ameye @ameye.dev · 22/02/2026
Some Sunday painting ☀️
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ameye @ameye.dev · 20/02/2026
1spp cornell, cute I'll have to slow down the rendering by making prettier pictures
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ameye @ameye.dev · 20/02/2026
Working on my CPU path tracer I always disliked that I couldn't see the output while rendering I now made a preview window to see the render converge! Now on to porting my actual path tracing logic
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ameye @ameye.dev · 17/02/2026
Found a cool web accessibility checker that uses only CSS to highlight issues with coloured boxes. Easy to add and useful when developing!
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ameye @ameye.dev · 09/02/2026
I use wgpu (based on WebGPU) and generating the vertices myself based on the polylines data I get from OSM so I can pretty much do what I want! I added a miter join and already much better thanks
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ameye @ameye.dev · 09/02/2026
Meanwhile the roads in my OpenStreetMap renderer are just rectangles pieced together! I wonder what the best next improvement is that I could make, these rectangles were the easiest thing I could think of but of course very ugly
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ameye @ameye.dev · 06/02/2026
The frontend now knows what I picked in the backend! Not a lot of info to show though but that's fine
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ameye @ameye.dev · 06/02/2026
It works! I can select individual features 😀 Now let's integrate this with some nice UI on the web, thanks to WASM
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ameye @ameye.dev · 05/02/2026
Definitely selecting *something*
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ameye @ameye.dev · 05/02/2026
Trying to add GPU-based object picking this evening to my map data renderer. The idea is to render each building with their unique ID and then read the pixel value under the mouse to know which object it belonged to (in theory 😀)
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ameye @ameye.dev · 05/02/2026
From last June! Sadly I didn’t have to go so just took a picture
Toilet Tokyo
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ameye @ameye.dev · 04/02/2026
Added some profiling to my map renderer so I can see what needs optimizing 👀⚡ A lot!
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ameye @ameye.dev · 02/02/2026
Added most land types! This means water/parks/roads/sand etc. 🌳 Next: a sky! Also need to do some performance improvements since all tiles stay rendered and in-memory right now.
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ameye @ameye.dev · 02/02/2026
Continued working on the OpenStreetMap renderer! Added building heights + some nicer shading using a gradient. Next is water and roads! Maybe a sky?
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ameye @ameye.dev · 26/01/2026
Outlined rendering style I played around with a while ago, aiming for high fidelity where every line is intentional, no noise
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ameye @ameye.dev · 25/01/2026
Skiing under the northern lights. Core memory unlocked. Nature is amazing.
Aurora borealisAurora borealis
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ameye @ameye.dev · 17/01/2026
Great sky shader, I wonder how performant it is, looks realtime
Image of aurora borealis from plane
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ameye @ameye.dev · 09/01/2026
Not much for now! Just technically interesting to me. I did this a while ago in Unity but now I'm building the renderer from scratch.
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ameye @ameye.dev · 09/01/2026
some more WIP images
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ameye @ameye.dev · 09/01/2026
New side project! A 3D renderer based on OpenStreetMap data. data gets streamed in tile-by-tile as I move around and together with some triangulation the buildings are generated Next: occlusion culling, correct building heights, roads, bodies of water Also runs in the browser through WASM
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ameye @ameye.dev · 09/01/2026
Norway and Sweden will be added soon ❄️ This map is basically just a radius around where I live 😄
A map of the countries I visited in Europe
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ameye @ameye.dev · 11/12/2025
Congratulations! It can get hectic! I've been using these tags in Discord to keep track of what still needs my attention and what is fixed. So nice that Discord kan be used for free for this.
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ameye @ameye.dev · 27/11/2025
Ah you worked on the Berlin Apartment, gorgeous game, congratulations on release!! The 'another texture' do you just sample that texture directly? What's the resolution? Is it a single big texture for the whole game or per-model? I did some experiments with SDFs stored in smaller textures
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ameye @ameye.dev · 12/11/2025
Playing around with the idea of 'edge detection LODS' by adding more line detail the closer you are.
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ameye @ameye.dev · 05/11/2025
My outlining toolkit Linework just got nominated for the Unity Awards 2025! 🥳 Thank you to everyone that used it! Very thankful awards.unity.com/vote/categor...
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ameye @ameye.dev · 03/11/2025
going to great lengths to make my outline shader as hand-drawn as possible
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ameye @ameye.dev · 29/10/2025
Debug view of the outline shader
A debug view of an outline shader showing coloured sections.
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ameye @ameye.dev · 29/10/2025
Testing my realtime outline shader on a quick 3D recreation of the original art by @mellific.bsky.social Lots of details of the original scene are missing, but happy to see this come together so quickly! Will refine later :)
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ameye @ameye.dev · 23/10/2025
remade the Blender 'cavity' viewport shading option for Unity makes any model pop without adding additional geometric detail
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ameye @ameye.dev · 21/10/2025
color offsetting shadows gives them a bit of warmth I think
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ameye @ameye.dev · 16/10/2025
Added box cutout
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ameye @ameye.dev · 16/10/2025
A cross-section shader! Wanted to make this for a while. Clipping pixels based on plane/spheres/cubes/... intersections and reconstructing the UVs to render the cross-section pattern/texture
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ameye @ameye.dev · 14/10/2025
In the shader I use world-space UVs to then apply a 3D noise texture to the UVs before sampling in the edge detection step. It does not work well for abrupt edges where the UV 'scale' is suddenly very different though :/
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ameye @ameye.dev · 14/10/2025
still chasing that world-space stable outline distortion!
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ameye @ameye.dev · 14/10/2025
this 'stencil buffer debugger' tool I made a while ago has helped me lots of times handy for debugging visual/graphical effects to see what stencil values are present! like peeking into a hidden world 🔎
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ameye @ameye.dev · 08/10/2025
kubocentrism: an experiment with outlines and occlusion #unity #gamedev
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