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Froyok (Léna Piquet)

@froyok.fr
1.8K followers 334 following 577 posts

"For those who come after" - Gustave Aka Lady Bloom. ☀️🇫🇷 Principal Product Manager on Substance 3D Painter. Stay up at night to fiddle with shader stuff. - www.froyok.fr - mastodon.gamedev.place/@froyok

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Makkon @makkon.bsky.social · 22h
I'm immensely proud to announce that my texture library that's been in the making for nearly a decade is now available on my itchio store for indie devs to purchase commercial licenses. makkon.itch.io
screenshot of my itchio store, showing several texture packs available for purchse
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Anis @auzaiffe.bsky.social · 26/09/2026
I fell into the #unity3d #HDRP codebase again. Oops. I wrote a post about how the water currents were done at the time: rivers, cascades and vortices on an FFT ocean, and no feature written for any of them. If you are curious: anisb.github.io/2026/09/26/c...
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Psych Rift @ablazeinteractive.com · 25/09/2026
Room 303 from the Ravensworth Grand Hotel. Watch your step. #GameDev #Godot
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N a i t e l v e n i @naitelveni.bsky.social · 25/09/2026
The start map for Quake Rooftops is ready soon! Ty for your patience! 💜
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D.W.A.P. (Ben) @andwap.bsky.social · 24/09/2026
When your gamedev friend shows you progress on their new engine.
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巽 @tatsumimi.bsky.social · 01/09/2026
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Chris Holden @chrisholden.bsky.social · 17/09/2026
Completed and submitted my #QUAKE rooftops jam map last night. Not everything got in the time limit, but it shines in the right spots. #gamedev #leveldesign #lowpoly #screenshotwednesday
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ToughSF @toughsf.bsky.social · 16/09/2026
A mini-movie showing off the Skyhook concept, where an SSTO is boosted off an electromagnetic accelerator and ramp to meet a 230 km long rotating tether that flings it to the Moon: youtu.be/AhYnXZfAd5o
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Dominic Tarason @dominictarason.com · 15/09/2026
Gunman Contracts is very fun and I wish more people had VR to experience it fully. If you do everything right, you're John Wick. Most players are closer to a very heavily armed Mr Bean.
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Dominic Tarason @dominictarason.com · 14/09/2026
It's TIME! TO! GET! HYPE! Today, I get to proudly unveil Steam Hype, the project I've been working on with the help of @hookshot.media for the past two and a half months. A new PC gaming site which aims to demystify PC gaming, cut through the 100+ daily releases and spotlight indies as much as AAA
steamhype.com
Steam Hype
Steam Hype is your go-to destination for discovering the latest, greatest, and most talked-about games on Steam.
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Rune Skovbo Johansen @runevision.bsky.social · 12/09/2026
I've released my Tone Mapping Analysis tools for comparing tone mapping LUTs, implemented as a Unity project with custom editor windows. Compare how different tone mappers look when applied to HDR .exr images, with comparison sliders and a variety of overlays and graphs. github.com/runevision/T...
A table of different images, each row shown with different tone mappers. One cell shows a comparison slider.Graphs are displayed for each tone mapper row and the Saturation Overlay is applied to the images.
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Don Williamson @donw.bsky.social · 09/09/2026
In ~2007 when coding the ambient lighting of Splinter Cell, I had the idea of storing dynamic SH probes in Voronoi cells, where a) dynamic objects could walk/lerp the face graph, and b) static meshes "palettised" probes per vertex and lerped to give Realtime GI. It never shipped but look how pretty!
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Xor @xordev.com · 11/09/2026
Stop writing 1.0 - smoothstep(a, b, x) And do smoothstep(b, a, x)
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HANNAH CRAWFORD @embyr.bsky.social · 08/09/2026
SPRAWL zero is out now! The culmination of so much blood sweat and tears, who would have thought a random interaction on the Quake Mapping discord would have lead to this? store.steampowered.com/app/3748520/...
store.steampowered.com
Save 20% on SPRAWL zero on Steam
SPRAWL zero is a fast-paced shooter inspired by the Golden Age of 2000s FPS. Survive a brutal cyberpunk city collapsing under military rule and cult fanaticism. Use your Gravity-Gloves, augments, and ...
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space_vermin @ thesis burnout @spacevermin64.bsky.social · 08/09/2026
Freighter #SST26 #spaceshiptember
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Gerard Riley @gerardriley.bsky.social · 07/09/2026
gonna experiment with primarily white livery with this one
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ZD @zombiedawgs.bsky.social · 15/07/2026
The Steam page for my next project: What Lies Within The Ivory Tower is live. The game has officially entered an alpha stage. Here's some images from the game and intro cinematic, with some fantastic assistance by @brickwork.bsky.social on the ship!
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Soufiane KHIAT @soufianekhiat.bsky.social · 05/09/2026
Alwan 2.0.0 is out. Colour science in pure C11, first public release. Almost a year! No dependencies. f32 and f64 in one binary. A core that compiles unchanged as C, HLSL, GLSL and Halide. MIT. github.com/soufianek... 1/28
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emma @emmagamedev.bsky.social · 04/09/2026
textures i painted with gouache vs. model i used them for
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Soufiane KHIAT @soufianekhiat.bsky.social · 04/09/2026
This thread have a title: "I discussed with @troy_s and everything became more complex" So: How to treat "out of gamut" pixels in "picture formation". 1/21
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Inigo Quilez @iquilezles.bsky.social · 04/09/2026
Distorting space with sine functions #math
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Psych Rift @ablazeinteractive.com · 04/09/2026
Elevator gameplay features, including openable ceiling to climb on top of the elevator and removable floor tiles to go below. Full video in comment. #GameDev #Godot
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jb @jbakergraphics.bsky.social · 02/09/2026
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Stardream - Wishlist on Steam @rebelpixel.fr · 03/09/2026
This one is for our #rendering and #TechArt folks: You can see the early version of our custom rendering engine and the final result you can experience in the demo! A huge part of the work was indeed the reflections 👀
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N a i t e l v e n i @naitelveni.bsky.social · 03/09/2026
big doors are cool. Wip screenshot from my Quake Rooftops jam map.
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Froyok (Léna Piquet) @froyok.fr · 01/09/2026
The comparison videos going around with the DLSS 5 dlls are making me sad. Plenty of folks being impressed about it, but all I see is a fancy highpass filter that sharper the image and kills anything but midtones.
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mjp @mjp123.bsky.social · 31/08/2026
Being an open source maintainer in 2026
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Andrew Mar @andrewkmar.bsky.social · 31/08/2026
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Raj Patel @rajio.bsky.social · 31/08/2026
Gamedev can have a little door discourse as a treat
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Rune Skovbo Johansen @runevision.bsky.social · 29/08/2026
Sunrise in the mountain forest. #GameDev #IndieDev #ProcGen
Sunrise over mountain tops with red glow.Looking down at tree tops far below with a haze of bright white light in the distance.A creamy glow lights up distant mountains.A faint red and yellow glow at the horizon prior to sunrise, against dark landscape and clouds that are blue and purple in the distance.
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ShouXin手訫 @shouxin.bsky.social · 29/08/2026
It’s the weekend! Let’s stretch a little with these cats. Cats seem to know better than we do how to truly relax. Stretch your legs, loosen up, and let go of the week’s tiredness. I hope these little cats bring a bit of ease and a good mood to your weekend😊 #shouxinsketch #cat #sketch #sketchdaily
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Albasoup @albasoup.itch.io · 29/08/2026
Was walking past this building and through the window saw this backrooms-ass room, so I accidentally took the coolest picture ever due to the window's reflection
A backrooms-ass room with a twilight sky and trees seemingly imposed over it in a dream-like fashion (it's the reflection of the window)
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Jettelly @jettelly.bsky.social · 29/08/2026
This 2D-looking animation is actually 90% 3D, made in Blender! It mixes 3D rigs, Grease Pencil, and meshes to get the final look. 👀 Made by: www.instagram.com/cg_hitchhiker #blender #b3d #gamedev
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Christoph Kubisch @pixeljetstream.bsky.social · 29/08/2026
New release of Mega Geometry SDK now with a textured version of the Zorah scene (gltf + ktx2 70 GB). Lots of great work by Calvin Hsu. RTXMG (now with ported lod system) github.com/NVIDIA-RTX/R... VK r&d sample: github.com/nvpro-sample...
Rendering of a classical building with intricate geometric detail. Leaves in foreground that are geometry. Outside the viewport are ui elements with lots of statistics and controls
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Mike Turitzin @miketuritzin.bsky.social · 27/08/2026
The new version of Enshrouded has replaced triangle meshes with SDF bricks for terrain 👀 youtu.be/4AQycxtpPno?...
youtu.be
Enshrouded - Performance Improvements for 1.0
YouTube video by Enshrouded
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Alariko @alariko.bsky.social · 19/08/2026
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Kim Acuff Steiner @emberdione.bsky.social · 19/08/2026
I saw this picture and immediately had to show it to some level designers.
Fucking weird ass stairs.
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Conspiracy @conspiracy.hu · 30/07/2026
*ahem*
Screenshot of a complex demo editing tool with multiple panes containing all sorts of menus, graphs and previews.
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ceruleite.bsky.social @ceruleite.bsky.social · 14/08/2026
Slides for SIGGRAPH 2026 Advances in Real-Time Rendering in Games course's talk on Adaptive Tessellation and Subdivision by John Hable are now online - enjoy!! advances.realtimerendering.com/s2026/index....
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Jake S. Del Mastro @jakedelmastro.com · 11/08/2026
www.youtube.com/watch?v=EB7X... The GP-Direct Showcase is now live! Come see the finest in DIY custom game engines, made by our wonderful discord members! #gamedev #graphicsprogramming #indiegamedev
youtube.com
GP-Direct 2026 - Graphics Programming Showcase
YouTube video by Graphics Programming
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Dylan Browne @dylanbrowne.bsky.social · 09/08/2026
Was curious about using PCG to smartly drive weather effects, so here's a test scattering drips from overhangs, puddles + splashes where those fall along with spawning spatial audio, pretty pleasing result for a quick test. #UE5 #GameDev #UnrealEngine #PCG
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Ambrosia Sky 🪐 @softrains.bsky.social · 28/07/2026
This is your informal (not formal) notice that Act Two (the second half) of Ambrosia Sky (an atmospheric sci-fi cleaning game about saying goodbye) comes out next week (August 6th). It's a free (🚫💰) update for all existing owners, which could be you (the person reading this)! ➡ ambrosiasky.com
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Ipotrick @ipotrick.bsky.social · 05/08/2026
Adaptive ray rate per pixel! A series of compute passes distribute a fixed budget of rays over the pixels on the screen, a fixed trace dispatch goes over the final ray list and traces them. Improves disocclusions drastically. Allows way fewer (i'm using 2x fewer) rays per pixel at BETTER quality.
1 ray per pixel fix ray rate0.5 rays per pixel total budget, rays distributed based on need1 ray per pixel budget, rays distributed based on pixels on need
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barinky @barinky.net · 04/08/2026
nocturne II
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Claire Hummel @shoomlah.bsky.social · 04/08/2026
A couple more of my Project: Anglerfish concepts from @cyan.com's presentation at Mysterium last week:
Concept art of Damreus' library for Project Anglerfish, a circular room with floor-to-ceiling bookshelves, large portraits, and a central desk, pleasantly lit.Concept art of Damreus' library for Project Anglerfish, a circular room with floor-to-ceiling bookshelves, large portraits, and a central desk, more ominously lit. Damreus stands in the central spotlight, his hand on the desk.Concept Art of an Age for Project Anglerfish.Concept Art of an Age for Project Anglerfish, a little worse for the wear.
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Catsuka @catsuka.bsky.social · 04/08/2026
RIP Katsushi Murakami (1942-2026). A legendary designer for many tokusatsu & anime series (Gavan, Bioman, Giraya Ninja, Ulysse 31, Space Adventure Cobra, Gatchaman...), and toys. x.com/Alien_anvil/...
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Victoria Maderna @victoriamaderna.com · 01/08/2026
QRP with your most popular piece on bsky - This little foraging boar has gotten the most love I think.
Painting of a boar in a sweater with a mushroom basket, holding and smelling a mushroom.
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Nolram @nolram.cimbrian.net · 02/08/2026
Does anyone know if there are analytical fog density functions for cones as there are for boxes and spheres, like in this shadertoy by @iquilezles.bsky.social ? www.shadertoy.com/view/Ml3GR8
shadertoy.com
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Alan Wolfe @demofox.bsky.social · 01/08/2026
A Texture Lookup Approach to Bézier Curve Evaluation on the GPU jcgt.org/published/00... New published paper! The premise is that you can offload polynomial evaluation to the texture sampling unit, which can be useful for improving execution times if you are compute bound.
Figure 2 from the paper, showing how bilinear texture interpolation can evaluate the de Casteljau algorithm.Table 1 from the paper, showing how to calculate Seiler interpolation values, and how to store them in textures.
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