Froyok (Léna Piquet) @froyok.fr · 08/08/2026A month later and I finally have a render ! Still plenty of code to migrate, but I'm happy to have the depth prepass and ssao working (now on SDL_GPU) ! 140
Froyok (Léna Piquet) @froyok.fr · 04/05/2026Just noticed curved motion blur looks wrong when spinning the camera while looking down. But it sure as hell looks fun/trippy ! 160
Froyok (Léna Piquet) @froyok.fr · 29/04/2026Was checking out the latest Anno GDC conference slides and noticed the MSAA mention: only 1.14% of their PC used switched from TAA to MSAA. 2162
Froyok (Léna Piquet) @froyok.fr · 18/04/2026Some folks asked to see my motion blur in movement, so here it is, slowed down 3 times (90fps to 30.fps). You can see a bit the curving effect. :D 2263
Froyok (Léna Piquet) @froyok.fr · 17/04/2026Small update: now my motion blur can be curved. 👀 Same as before, but now I shift the sample position along a quadratic bezier curve, based on 4 states of the camera. 3342
Froyok (Léna Piquet) @froyok.fr · 13/04/2026I generate mips and use textureGrad with anisotropy to make it a non-uniform blur, needing only 7 taps per pixel. Final result is really good, and cost 0.4ms (downsample, mip, effect, blit back up). 2461
Froyok (Léna Piquet) @froyok.fr · 30/03/2026Now 100% sold on the upscale pass for it yet, but current results are relatively good still. :) (I support spotlights and my local directional lights only for now.) 120
Froyok (Léna Piquet) @froyok.fr · 30/03/2026By hey ! Now I have a particle entity in my level ! :D 100
Froyok (Léna Piquet) @froyok.fr · 21/03/2026To illustrate a bit, In the worst-case scenario this is how it looks like: 110
Froyok (Léna Piquet) @froyok.fr · 27/02/2026I fell for this new French edition of Jules Vernes 20,000 leagues under the sea. It's incredible, the layout and font choices are soooo good ! 050
Froyok (Léna Piquet) @froyok.fr · 24/02/2026And if anybody is wondering how big this volume is, here is it next to the other ones. 090
Froyok (Léna Piquet) @froyok.fr · 27/01/2026The result is nice to the ears, and also less of a pain to press ! 010
Froyok (Léna Piquet) @froyok.fr · 27/01/2026I was busy this morning : I changed my brown switches into red one ! They were annoying to remove, but it was worth it. 270
Froyok (Léna Piquet) @froyok.fr · 24/11/2025Took a few tries, but I got the old ATI Toyshop demo running on Linux (with Proton 7). I found some old tech demos to download from here: soggi.org/video-cards/... 0170
Froyok (Léna Piquet) @froyok.fr · 20/09/2025- J'utilise un kernel custom, en vram sous forme de SSBO, que je change suivant la résolution de l'écran (histoire que le bokeh soit relatif à ce qu'il y à l'écran) et la forme (en me basant sur CryEngine Gems) ia800704.us.archive.org/32/items/cry... 010
Froyok (Léna Piquet) @froyok.fr · 22/07/2025That demo level is starting to shape up as I'm now making more and more textures for it. Here are a few bonus screenshots: 1221
Froyok (Léna Piquet) @froyok.fr · 11/07/2025Past few days have been focused on building a basic particle system, mostly to add smoke in a few places of the demo level to add some life. I got a simple vertex+frag shader working, driven by the particle logic stored in a texture. I'm already liking the early results. :) 1160
Froyok (Léna Piquet) @froyok.fr · 15/06/2025C'est aussi à cette période que j'ai découvert ! D'ailleurs je suis tombée sur ça hier : 000
Froyok (Léna Piquet) @froyok.fr · 25/05/2025I think it's a good opportunity to focus on building a demo level and some assets to showcase the engine features. So I started working on a little level, playing with lights and building materials. :D 180
Froyok (Léna Piquet) @froyok.fr · 25/05/2025I added some tooltip when hovering assets in the window, but most importantly I started adding support to drag and dropping. First test was with meshes, to be able to drop them into the scene: 120
Froyok (Léna Piquet) @froyok.fr · 25/05/2025Then I did a few other style hack to make the tree view nicer to look at, and also started adding icons based on the file type. 210
Froyok (Léna Piquet) @froyok.fr · 25/05/2025I moved onto another big task, which took less time than I expected : I finally implemented an asset browser in-engine, to be able to navigate through my project files. At first I spent some time fiddling with ImGui to add a custom split separator that is resizeable. 120
Froyok (Léna Piquet) @froyok.fr · 25/05/2025Another little feature I finally added was a color picker. I wanted to be able to edit more stuff directly in-engine, so I finally implemented the color widgets for lights. It was easy enough because most of the code was from another project of mine. So "yeay" for copy pasting ! :) 120
Froyok (Léna Piquet) @froyok.fr · 25/05/2025Then I added a prototype for a new entity type : the rotator ! The goal is to have this entity control another one (here a mesh) to update its rotation. The moody light + fan was born ! :D 110
Froyok (Léna Piquet) @froyok.fr · 25/05/2025Now that I was able to get information on the fly, it was easy to expand it to the selection overlay system and draw an outline when hovering object. That makes selection much easier: less mistakes ! 120
Froyok (Léna Piquet) @froyok.fr · 25/05/2025Finding stuff can be hard sometimes, so I started adding more debug information. I added a little tooltip when I hover objects in the scene to get some quick info for example. 100
Froyok (Léna Piquet) @froyok.fr · 25/05/2025Been a while, so where are we with things in Ombre ? I continued working on the manipulator a bit to handle scale transformation. I stopped there because I didn't want to think about rotation stuff yet. 😅 Also adjusted its style, wanted to make cooler. 110
Froyok (Léna Piquet) @froyok.fr · 22/05/2025Might have been true in the past, but I don't think that's the case anymore. I personally run multiple games or software at the same time, for example: 120
Froyok (Léna Piquet) @froyok.fr · 28/04/2025Updated Mesa and that fixed all my issues. Now my enjoying a lot the game. Also crying a lot. Please enjoy this meme I made: (Tagged graphic to "spoiler" it.) 000
Froyok (Léna Piquet) @froyok.fr · 25/04/2025The runs game pretty well so far via Proton. Only issue I have is mostly during some cinematics where meshes tend to suddenly disappear, creating very bright flashes because of the background color/bloom. I guess I have another reason to update Mesa. 100
Froyok (Léna Piquet) @froyok.fr · 23/04/2025Haven't played the first game, but seeing a fullbody awarness system in this one, especially for swimming, is actually quite cool. I wish more game would have that. 050
Froyok (Léna Piquet) @froyok.fr · 22/04/2025Manipulator is finally working, I can now move stuff around easily in my scenes. :) I also refined a bit the color/transparency of the manipulator. 130
Froyok (Léna Piquet) @froyok.fr · 21/04/2025Started adding a state machine in the gizmo code, and hooked some events. So now I can select objects around in the scene and it shows the gizmo on it. Also started animating it, because it's fun. :) 160
Froyok (Léna Piquet) @froyok.fr · 20/04/2025And then yesterday night I found out that blue lights were behaving weirdly. After some back and forth I isolated the issue not with the tone curve but actually with my color grading LUT. 100
Froyok (Léna Piquet) @froyok.fr · 20/04/2025Hooking collisions after that was easy, because I could use SDF functions on the CPU too to do ray intersections. I use a capsule in this case to make the area a bit bigger. 100
Froyok (Léna Piquet) @froyok.fr · 20/04/2025So the first try of making an SDF got borked a bit, but I got nice glicthes out of it once again ! 😆 110
Froyok (Léna Piquet) @froyok.fr · 20/04/2025I quickly hit a snag however: sorting issues ! Without depth writing, you cannot properly draw that object, especially since it's a single mesh. However because it's gizmo I didn't want to overwrite the scene depth buffer. 200
Froyok (Léna Piquet) @froyok.fr · 20/04/2025So I put that stuff on the back for the moment. I needed a creative break. So I started working on finally implementing a translation manipulator in my editor ! It started with drawing a basic axis mesh at first: 110
Froyok (Léna Piquet) @froyok.fr · 20/04/2025I went back to do more Steam Audio after that. This time to plug in the transmission property, which allows sound to go through objects (instead of just being fully occluded). 100
Froyok (Léna Piquet) @froyok.fr · 20/04/2025I got some "fun" glitches out of it at least. First time it crashes the system, the other times it was able to recover fortunately. (Turns out I writing data into an SSBO but out of bounds). 100
Froyok (Léna Piquet) @froyok.fr · 06/04/2025End result is that I now have occlusion working on my audio sources ! It gets evaluated with several samples so that sounds fade in/out nicely. 171
Froyok (Léna Piquet) @froyok.fr · 11/03/2025Some progress on Steam Audio integration: I have now attenuation, air absorption and binaural effect working. Results are starting to get pretty cool ! :) (Sound ON for the demo !) 1131