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d4rkpl4y3r

@d4rkpl4y3r.bsky.social
145 followers 49 following 55 posts
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d4rkpl4y3r @d4rkpl4y3r.bsky.social · 03/10/2026
Surely if I switch my tess amplification for marching cubes to tri tess instead of quad it will work on proton again...
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VRChat @vrchat.com · 27/08/2026
It's time for the Aug 27 Dev Update! Read about our Spookality timeline, Moonchaser, upcoming updates to the SDK and Unity 6... there's a lot to unpack here! ask.vrchat.com/t/developer-...
ask.vrchat.com
Developer Update - 27 August 2026
Welcome to the Developer Update for August 27, 2026. Today’s featured world is room.3458 by rot34587. Announcements Moonchaser We’re hosting party in VRChat… tomorrow (August 28!) at 6PM PDT (9PM...
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Zekk @zekk.dev · 14/08/2026
Incredible news for streamlining cursed shader jank with an much better solution.
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ZenithVal @zenithval.com · 30/05/2026
Proof of concept for an idea this morning... Constraint track & shapekey shenanigans. Obviously not perfect with LOTS of cheating but the inaccuracies will probably slide when roleplaying the action in VRC.
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d4rkpl4y3r @d4rkpl4y3r.bsky.social · 26/05/2026
@sim.red refactored the LightVolumes.cginc and now the compile time increase is mostly gone compared to current v2.1.3
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d4rkpl4y3r @d4rkpl4y3r.bsky.social · 18/05/2026
Took a quick video of the minecraft block renderer of my pool. youtu.be/edDpyBy3zzo
youtu.be
Minecraft blocks as the pool
YouTube video by d4rkpl4y3r
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d4rkpl4y3r @d4rkpl4y3r.bsky.social · 09/05/2026
Cube renderer can only mean one thing...
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d4rkpl4y3r @d4rkpl4y3r.bsky.social · 07/05/2026
New cube renderer for the pool. Gives them a random rest rotation and then rotates them along velocity + some stretch too.
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Pema99 @pema99.bsky.social · 23/04/2026
(🧵 1/6) Recently I've been working on an HLSL interpreter, which can execute shader code entirely on the CPU github.com/pema99/HLSLI... I used it to make a cute little interactive debugger demo. You can try it yourself at pema.dev/hlsl/
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ZenithVal @zenithval.com · 15/04/2026
Looping The Models #VRChat #Unity
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Nikita Lisitsa @lisyarus.bsky.social · 14/04/2026
New blog post! I really hope I'll get a decent amount of people mad with this one 😈😈😈 #programming #computing #floatingpoint #geometry lisyarus.github.io/blog/posts/i...
lisyarus.github.io
It's OK to compare floating-points for equality
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d4rkpl4y3r @d4rkpl4y3r.bsky.social · 28/03/2026
No context wiggly lines
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d4rkpl4y3r @d4rkpl4y3r.bsky.social · 12/03/2026
It happened to me again. I think it gets confused when doing multiple releases on the same day. What is really weird tho is that it isn't messed up when I look at it in an incognito window... bsky.app/profile/just...
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d4rkpl4y3r @d4rkpl4y3r.bsky.social · 08/03/2026
TIL that animating a color with with property [hdr] in unity records it with .rgba bindings. Problem is hdr colors are linear while .rgba bindings are srgb. So you won't end up with the color you picked. #unity github.com/d4rkc0d3r/Un...
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strasz @strasz.bsky.social · 30/01/2026
use d4rk's Avatar Optimizer. You simply add it and click a button. Will greatly clean up your project (reduce meshes, materials, blend shapes, and so on). github.com/d4rkc0d3r/d4...
github.com
GitHub - d4rkc0d3r/d4rkAvatarOptimizer: d4rkpl4y3r's VRChat Avatar 3.0 optimizer
d4rkpl4y3r's VRChat Avatar 3.0 optimizer. Contribute to d4rkc0d3r/d4rkAvatarOptimizer development by creating an account on GitHub.
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d4rkpl4y3r @d4rkpl4y3r.bsky.social · 19/01/2026
I'm finally done with version 4.0.0 of my avatar optimizer. With this version I am dropping support for older unity & vrc sdks completely. Make sure to update your projects! The main feature is a whole new UI to debug why it can't merge material slots for the advanced users out there.
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a://ddos @axdxdos.bsky.social · 08/01/2026
An update on AppleGI: @appleblossomvr.bsky.social and special thanks to @rainy.fans for modeling
vimeo.com
AGI update JAN26
This is "AGI update JAN26" by Puppy on Vimeo, the home for high quality videos and the people who love them.
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orels1 @orels1.bsky.social · 24/12/2025
I just pushed out v7.0.0 of my shaders, and while I wanted to do a full on fancy trailer and a bunch of other promotion stuff - I didnt want to delay it any further. So it is live now! 350+ commits, hundreds of lines of changelog, all free shaders.orels.sh Happy Holidays! ❤️ #unity3d #shaders
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Sebastian Aaltonen @sebaaltonen.bsky.social · 16/12/2025
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".
sebastianaaltonen.com
No Graphics API — 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...
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Gegell @gegellibu.bsky.social · 06/12/2025
Taking another look at the morton order code @vassvik.bsky.social posted, one can further reduce the amount of instructions required, using one of my favorite bit fudging techniques: Bit cloning using multiplication! It sometimes lets you replace code like x | (x << a) | (x << b) if a, b are fixed.
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Morten Vassvik @vassvik.bsky.social · 05/12/2025
Some random Morton Code tricks: If you've worked with Morton codes you've probably seen something like the this GLSL code to decode a Morton code, which end up at roughly 27 integer operations to generate the equivalent 2D position. Code transcribed from fgiesen.wordpress.com/2009/12/13/d...
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Mykhailo Moroz @michael-moroz.bsky.social · 03/12/2025
Decided to go back to making Shadertoy fluid sims for for a bit. This time I improved my particle clustering cellular automaton SPH fluid sim to support multiple species particle merging and splitting. Also some fine tuning of the physics. shadertoy.com/view/tfyyWD
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Valve @valvesoftware.com · 12/11/2025
Announcing: New @steampowered.com Hardware, coming in 2026: Steam Controller Steam Machine Steam Frame.  Watch our jazzy announcement video and wishlist now: steampowered.com/hardware
steampowered.com
Steam Hardware
The Steam Hardware family officially expands in early 2026.
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Brikaro @brikaro.bsky.social · 13/10/2025
Had this knocking around in my head for about 6 months and finally got around to writing it out and filming it. This is my first time making a video essay and I haven't written VO since college but I'm happy with how it came out. Let me know what you think! Filmed in #vrchat Edited with #blender3d
youtu.be
Optimization and Culture in VRChat
YouTube video by Brikaro
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Haï (XR) @just.hai-vr.dev · 10/08/2025
If you own a robotic arm, other users can now remotely move it with standard DPS or SPS lights, using this new open-source software that I am releasing today. No special setup is needed from the other users. If they already have lights, they can control it, no program necessary.
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Silent @silentvj.bsky.social · 09/08/2025
what if your avatar's minimum brightness was set to zero, it'd be pretty cool
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orels1 @orels1.bsky.social · 31/07/2025
Been playing with some wetness effects for a #VRChat world recently. Took the math of @mochie.bsky.social 's water gerstner waves, rendered it to a texture, and then did some simple decay on it via Graphics.Blit. Its a little jank but I've stared at it long enough that I think its working #unity3d
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RED_SIM @sim.red · 20/07/2025
Light Volumes v.2.0.0 released! Now it has Light Volume based super optimized analytical Point Lights, Spot Lights and Area Lights. (Up to 128 at the same time) Ability to project images and cubemaps. Also baked shadow masks and even more features! github.com/REDSIM/VRCLi...
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d4rkpl4y3r @d4rkpl4y3r.bsky.social · 17/07/2025
The hair has to make way for the cuddles.
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Sebastian Lague @sebastianlague.bsky.social · 30/05/2025
I made a video about my (extremely crude) software rasterizer. You can watch it over here! youtu.be/yyJ-hdISgnw?...
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orels1 @orels1.bsky.social · 29/05/2025
Technologies change, the problems stay the same. Was trying to improve the results with @sim.red Light Volumes Original clip by @crowscrowscrows.com #unity3d
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Haï (XR) @just.hai-vr.dev · 22/05/2025
I have updated Lightbox Viewer to V2.4.0: - Added new specialized lightboxes. They will only appear if the Light Volumes package is installed. - Lights inside the avatar are no longer disabled by default. - Add support for Poiyomi SSAO and similar effects.
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d4rkpl4y3r @d4rkpl4y3r.bsky.social · 20/05/2025
I made my fluid sim particles got towards the nearest light from the light volumes. youtu.be/i8PFoagQhP0
youtu.be
Particle gravity towards VRC Light Volume light direction
YouTube video by d4rkpl4y3r
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d4rkpl4y3r @d4rkpl4y3r.bsky.social · 18/05/2025
Adding the vrc light volume support to my raymarcher was slightly less trivial. The reason being that the self reflection rays for the metallic parts need to sample them a second time on their ray hit. Still pretty easy tho and definitely worth it.
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d4rkpl4y3r @d4rkpl4y3r.bsky.social · 17/05/2025
I've been trying out @sim.red VRC Light Volumes on a bunch of my shaders. It looks really good especially on larger things like my pool. Really grounds the thing in the world.
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Pema99 @pema99.bsky.social · 10/05/2025
I wrote a blog post about mipmap level selection. pema.dev/2025/05/09/m...
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Haï (XR) @just.hai-vr.dev · 02/05/2025
I am releasing "Skinned Mesh Constraint Builder". Avatars like Milltina are weight painted in such a way that attaching objects or particles to the body isn't as straightforward as parenting to one bone. Use this tool to attach a GameObject to a polygon, like weight painting.
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Morten Vassvik @vassvik.bsky.social · 26/04/2025
Variant.
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RED_SIM @sim.red · 14/04/2025
VRC Light Volumes is a next-gen voxel based baked volumetric lighting solution for VRChat, I'm working on right now! It affects avatars, dynamic props, etc. Works really fast without major overhead even on Quest. It will be fully open-source and free, so stay tuned! #vrchat #gamedev #shader
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Mykhailo Moroz @michael-moroz.bsky.social · 04/04/2025
I've been improving my VRChat liquid simulation for the last few weeks. Of the most notable things that I've implemented is a ray tracing algorithm over a 3d texture isosurface (using some ideas from jcgt.org/published/00...) Its surprisingly performant for VR resolutions!
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Mykhailo Moroz @michael-moroz.bsky.social · 20/03/2025
I'm slowly porting my approximate grid SPH simulation to VRChat. It did require few improvements to be stable enough, now its a hybrid neighbor index/particle average grid. Still need to implement @d4rkpl4y3r.bsky.social 's mip counting sorting method for improved performance.
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orels1 @orels1.bsky.social · 19/03/2025
VRChat has released Steam Audio into the Open Beta. The website has been updated with a new counter: issteamaudiooutyet.com #VRChat
issteamaudiooutyet.com
Is VRChat Steam Audio Update Out Yet?
Are we still waiting for the new age of audio?
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Mykhailo Moroz @michael-moroz.bsky.social · 09/03/2025
I usually render particle fluids with particles, as it gives the most details, but here I tried using ray marching for the fluid. It certainly is much more liquid like, but at the same time its slower and loses some detail. I wonder if I can improve this. compute.toys/view/1809
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Mykhailo Moroz @michael-moroz.bsky.social · 06/03/2025
Been recently looking into fluid simulations again. This time I've testing if I can make a good SPH simulation but only having "average" cell particles. It seems to work surprisingly well, and it doesn't need sorting either. compute.toys/view/1782 Explanation thread👇🧵
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d4rkpl4y3r @d4rkpl4y3r.bsky.social · 03/03/2025
I'm finally adding fluid spawn and void to my SPH sim. Now that I actually kinda understand what the sim parameters mean I managed to make the per step particle spawn rate adjust to match the target rest density. youtu.be/xX0DqvNhimc
youtu.be
Adding particle void and spawn to my SPH fluid sim
YouTube video by d4rkpl4y3r
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Pema99 @pema99.bsky.social · 17/02/2025
Today I uploaded my Powder Toy in #VRChat creation as a world, so people who don't know me can play with it: vrchat.com/home/launch?... I also added 10 new elements, including a bunch of explosives which can push around particles when detonated, via a rudimentary wind simulation.
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Pema99 @pema99.bsky.social · 14/02/2025
I made Powder Toy in VRChat! It supports several kinds of liquids and solids, including chemical reactions between them. It's done entirely with fragment shaders and cameras, so I can put it on my avatar.
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Kufi Bean @kufibean.bsky.social · 05/02/2025
I made water. I want to drink it. 🧵1/4 #VRChat #Shaders #VRChatWorlds
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Sebastian Lague @sebastianlague.bsky.social · 29/01/2025
I've been doing some more fluid sim experiments lately, and just uploaded a video about it! youtu.be/8nIB7e_eds4
youtu.be
I Tried Putting my Fluid Simulation on a Planet
YouTube video by Sebastian Lague
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Charlie Shenton @cshenton.bsky.social · 24/01/2025
I just released Orbs! Orbs is a very relaxing AR game for Meta Quest 3 and 3S where you can immerse your hands in a massive pile of 1000s of colorful orbs. Please check it out! www.youtube.com/watch?v=9XBq...
youtube.com
Orbs! Release Trailer Meta Quest
YouTube video by Charles Shenton
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