Sign in

Mr F

@guycalledfrank.bsky.social
1.6K followers 109 following 205 posts

Graphics programmer, indie game developer. Developed Bakery (a GPU lightmapper) and some other tools. Ex-PlayCanvas engine dev. Working on Faded: linktr.ee/fadedthegame Other stuff: ndotl.wordpress.com/cv

PostsRepliesMedia
Mr F @guycalledfrank.bsky.social · 24/09/2026
There won't be any quest markers, minimaps and compasses in Faded. Instead you'll need to look at actual maps and building signs or ask around. All streets are named & buildings numbered (don't worry, I'll localize these) Can still be tricky if your goal is tucked inside a multi-layered back alley..
1320
Mr F @guycalledfrank.bsky.social · 19/09/2026
Meanwhile... Bakery v1.985 is out! Full changelog in the pic. Mainly released it now to fix Unity 6.5+ compatibility, but there are also some good performance optimizations. (and it's still on 50% sale, btw) #gamedev
14811
Mr F @guycalledfrank.bsky.social · 15/09/2026
Forgot why, but Bakery (and RTPreview) is on sale again! 👀 #gamedev (Link below) (BTW I'm submitting a new version this week, mainly to resolve issues with Unity 6.5+, and these fixes are also available on github)
1298
Mr F @guycalledfrank.bsky.social · 12/09/2026
absolutely logical interactions (excuse WIP lighting here)
1282
Reposted by Mr F
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!
410515
Mr F @guycalledfrank.bsky.social · 02/08/2026
Previously Bakery didn't apply AO to light probes or volumes. There was a hidden option... but I didn't like how it worked. Now you can choose to apply it properly.
0130
Reposted by Mr F
mmalex @mmalex.bsky.social · 28/07/2026
this is such brilliant work. id never have thought to fit toruses, but nicole's explanation below makes it seem so natural in hindsight. and then packs 9000 other awesome connections to other hard problems into one paper. chapeau to her & the co-authors
0351
Mr F @guycalledfrank.bsky.social · 24/07/2026
Another little feature for today: when baking in full SH mode, you can force Bakery to pack all 3 extra maps in one (with some padding). It avoids using MaterialPropertyBlocks and slightly improves performance on all machines tested (didn't test mobile yet).
1142
Mr F @guycalledfrank.bsky.social · 18/07/2026
Another feature for today: finally managed to hack-ishly write most of the bake metadata into LightingDataAssets (instead of scripted arrays), you can enable it in project settings now. Didn't benchmark it yet, but it can potentially improve scene loading times.
172
Mr F @guycalledfrank.bsky.social · 18/07/2026
Added experimental Multivolumes to the github version of Bakery. Long story short, it allows you to read all BakeryVolumes of the scene in 1 texture tap in shaders, so it doesn't break any batching, & sub-volumes can still move/rotate dynamically. Longer explanation is in the pic
0130
Mr F @guycalledfrank.bsky.social · 14/07/2026
Bookshop / cafe #gamedev #indiedev
414715
Mr F @guycalledfrank.bsky.social · 12/06/2026
It's that time again, Bakery is on a 50% sale 👀 #gamedev
04319
Mr F @guycalledfrank.bsky.social · 10/06/2026
I will be in Berlin and around, starting next week (and until the end of June)! Anyone wanna hang out? :D
030
Mr F @guycalledfrank.bsky.social · 25/05/2026
Do YOU need a Linux version of Bakery? Let's see how many people want it :D Ronlaws86 on Unity forum created a poll: discussions.unity.com/t/linux-buil...
discussions.unity.com
Linux Build for Bakery GPU Lightmapper? (Interest Poll)
@guycalledfrank Has written a neat plugin for Unity but it currently only works on windows. They have stated in another thread that it is possible to port it to Linux, however unsure what amount of in...
83819
Mr F @guycalledfrank.bsky.social · 18/05/2026
Updated Bakery's new OptiX9 version to support baking on multiple GPUs in parallel (on github). Currently only affects raytracing passes (not blend/denoise, but its easy to add later). If you have multiple GPUs, you can try it! (I don't but 1 person tested it successfully so far)
160
Mr F @guycalledfrank.bsky.social · 15/05/2026
I don't post WIP content from Faded very often as there're many unfinished/unpolished parts, but as I already mentioned the crowd sim on twitter... here is the test scene. About 800 characters, 56 bones each, animation is 3.5 minutes (!) with random offset, LOD0 is at ~20k verts #indiedev #gamedev
2523
Mr F @guycalledfrank.bsky.social · 16/04/2026
TIL you can take advantage of anisotropic filtering for directional blurs (!)
1182
Reposted by Mr F
Pekka Väänänen @pekkavaa.bsky.social · 15/04/2026
Came across this handy matrix of accurate but integer-only bit depth conversion formulas: threadlocalmutex.com?p=48
threadlocalmutex.com
Fast and Accurate Color Depth Conversion – threadlocalmutex.com
When converting between low-bit color color formats (R4G4B4A4, R5G6B6, R8G8B8A8, and so on), the conversion routines used often don't map to the nearest color channel values in the target bit depth.…
0101
Mr F @guycalledfrank.bsky.social · 15/04/2026
Who could've thought? Bakery is on sale again! (as well as RTPreview) assetstore.unity.com/packages/too... #gamedev
23315
Reposted by Mr F
Rune Skovbo Johansen @runevision.bsky.social · 30/03/2026
My erosion filter is out! Video, blog post, and shader source. It emulates erosion without simulation, so it's fast, GPU friendly, and trivial to generate in chunks. Explainer video: www.youtube.com/watch?v=r4V2... Companion blog post: blog.runevision.com/2026/03/fast... #ProcGen #vfx #GameDev
17557169
Reposted by Mr F
Mikkel Gjoel @gjoel.bsky.social · 27/03/2026
I am not sure I can overstate how useful this tool is. Not sure if your game is paging out GPU-memory to system-memory? Well now you know :) github.com/jonasmr/demo...
image showing demo tracker in use, in an obvious case where one program is using more GPU than the machine has.
15417
Mr F @guycalledfrank.bsky.social · 16/03/2026
Low-key added a massive new feature to the github version of Bakery. If enabled, it should noticeably improve export & tracing time for scenes with large amounts of copy-pasted objects (e.g. forests). #gamedev
1343
Mr F @guycalledfrank.bsky.social · 15/02/2026
Do you also dislike how Unity's WheelCollider only casts 1 center ray, so cars jump on every tiny bump? Did you also see 3rd-party assets doing like 16 rays per wheel and thought maybe it's kinda expensive? Did you know that PhysX can actually sweep convex shapes instead of rays? #gamedev
5383
Reposted by Mr F
Xor @xordev.com · 13/02/2026
Introducing FragCoord: My ultimate shader editing tool!
1432388
Reposted by Mr F
Björn Ottosson - making Island Architect @bottosson.bsky.social · 11/02/2026
I've been working with Spherical Gaussians recently as a representation for irradiance in realtime raytracing. Ended up deriving quite a few new approximations relating to SGs and diffuse lighting. Ended up with something both cheap and accurate. Check it out: www.shadertoy.com/view/WX3fRB
18110
Mr F @guycalledfrank.bsky.social · 10/02/2026
Improvised a little lampshade shader that imitates scattered light from inside. Code and details in the comments! :) #gamedev
511711
Reposted by Mr F
Jure Triglav @juretriglav.bsky.social · 29/01/2026
New post on how to do real-time diffuse global illumination using surfels and #WebGPU: juretriglav.si/surfel-based... #threejs
117029
Reposted by Mr F
Amanita Design 📣 @amanita-design.net · 02/02/2026
The people of Ukraine continue to endure ongoing Russian aggression. From February 2 to 9, we’ll donate 100% of the proceeds from our games and DLC on all platforms to People In Need in support of humanitarian aid in Ukraine.
8289121
Reposted by Mr F
Jacco Bikker 🎦 @jbikker.bsky.social · 02/02/2026
Marcin Zalewski informed me that his blog post on real-time hair rendering using ray tracing is now available: mmzala.github.io/blog/hair-ge... This is nice work, in which he compares NVidia's hardware accelerated hair to several alternatives, including Reshetov's Phantom Ray Hair Intersector.
04013
Reposted by Mr F
Pavel🥤🇺🇦 @reinsteam.bsky.social · 03/02/2026
There’s also so called AoSoA layout which has benefits of the both (and some GPUs support that 10+ years but APIs never exposed). An example of AoSoA use on CPU also shows pretty solid perf (e.g. : github.com/pm4rtx/Unity...)
github.com
GitHub - pm4rtx/Unity-FrustumCulling: An example frustum culling implemented using Unity Burst compiler and native plugin
An example frustum culling implemented using Unity Burst compiler and native plugin - pm4rtx/Unity-FrustumCulling
031
Mr F @guycalledfrank.bsky.social · 31/01/2026
Slapped together a dialogue editor for my game in ~3 days, based on imgui-node-editor from thedmd (github.com/thedmd/imgui...). They were previously all just hardcoded inside NPC behaviours and it was a mess to read (+ nobody else could write them), so hopefully it was worth it!
0121
Mr F @guycalledfrank.bsky.social · 24/12/2025
Aand the new Bakery patch is now available on the Asset Store! (and it's still 50% off) assetstore.unity.com/packages/too... #gamedev
084
Mr F @guycalledfrank.bsky.social · 23/12/2025
If you had an issue on a 50xx GPU after that patch, please try patching again - I've just updated it. Many thanks to @imlexz.bsky.social for testing!
040
Mr F @guycalledfrank.bsky.social · 21/12/2025
The black friday sale is over, but now there's a new one! Because Christmas is near or something? I guess! #gamedev (And if you're on a >= 590 driver, please try the github patch! It's almost ready for the Store release)
0125
Reposted by Mr F
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...
19475194
Mr F @guycalledfrank.bsky.social · 15/12/2025
Bakery has been updated to support the new drivers! Please try updating via github/patcher. If no issues are reported within the next week, I'll update the Asset Store version. The new version should also bake faster (!)
1142
Mr F @guycalledfrank.bsky.social · 07/12/2025
Nvidia driver 591.44 breaks OptiX6 support and therefore Bakery. If you get "failed to load optix library", please use any older driver. In the meantime I'm waiting for a response from nvidia and working on a patch myself.
1217
Reposted by Mr F
mmalex @mmalex.bsky.social · 24/11/2025
you can also use morton order as your 'hash' function to increase cache coherence even more. we used this all over dreams. admittedly not in an ao caching context, but one where build rates were lower. but, still worth a read in case it sparks any ideas in your head. its one of my faves ever
0101
Reposted by Mr F
Kostas Anagnostou @kostasanagnostou.bsky.social · 23/11/2025
The post on using spatial hashing with raytraced ambient occlusion attracted quite a bit of interest so I expanded it into a blog post to discuss how it works behind the scenes to both reduce the noise and its cost. interplayoflight.wordpress.com/2025/11/23/s...
interplayoflight.wordpress.com
Spatial hashing for raytraced ambient occlusion
Subdividing a 3D space into cells or voxels and using positional and/or directional information to directly index into it is a popular method to store and access local data, typically using 3D text…
410429
Mr F @guycalledfrank.bsky.social · 22/11/2025
Does anyone know (or happen to be) a person with a reasonable (D)SLR in Riga (Latvia)? I would love (and can pay for) a little texture photoshoot of a few buildings 🙏🏙️
021
Reposted by Mr F
Eric Quesada aka LuDK @ludonkey.bsky.social · 19/11/2025
And the real time preview is also discounted 50% ❤️ assetstore.unity.com/packages/too...
assetstore.unity.com
Bakery Real-Time Preview | Level Design | Unity Asset Store
Get the Bakery Real-Time Preview package from Mr F and speed up your game development process. Find this & other Level Design options on the Unity Asset Store.
052
Mr F @guycalledfrank.bsky.social · 19/11/2025
Bakery is on the Black Friday sale! 👀👀 assetstore.unity.com/packages/too... #gamedev
12110
Mr F @guycalledfrank.bsky.social · 12/11/2025
Mirror inside a mirror behind a glass reflecting a stained glass (photo)
0101
Mr F @guycalledfrank.bsky.social · 07/10/2025
Totally normal skinning
210718
Mr F @guycalledfrank.bsky.social · 04/10/2025
Bakery v1.97 is live on the Asset Store! assetstore.unity.com/packages/too... Better performance, colored transparencies, better light probes, presets, rotatable volumes and lots of other things. 🥨 #gamedev #raytracing #lightmaps
15111
Reposted by Mr F
Kostas Anagnostou @kostasanagnostou.bsky.social · 21/09/2025
Continuing on the topic of GPU utilisation and performance, as a practical example, I looked a bit deeper into the impact of vertex shader exports on the cost of a drawcall and wrote another blog post with some observations interplayoflight.wordpress.com/2025/09/21/t...
interplayoflight.wordpress.com
The performance impact of vertex shader exports
Following up on the previous post on GPU utilization and performance, and to provide a practical example, I expanded a bit on a topic discussed in brief: vertex shader exports and their impact on p…
24913
Mr F @guycalledfrank.bsky.social · 28/09/2025
So, I’m preparing the new Asset Store version (v1.97) for Bakery. Current changelog is here: docs.google.com/document/d/1... If you can test the latest github version (which is basically what’s gonna land on the store), just to make sure nothing suddenly broke, that would help a lot! 🙂
docs.google.com
Bakery - GPU Lightmapper (changelog)
Bakery - GPU Lightmapper Changelog v1.1 - Added support for custom shaders (Meta Pass). Includes any procedural albedo and emission. Opacity maps are still taken by name. - Added HDRP and LWRP suppor...
190
Reposted by Mr F
xot @xot.bsky.social · 27/09/2025
Another stunner. "Video Game Blurs (and how the best one works)" blog.frost.kiwi/dual-kawase/
blog.frost.kiwi
Video Game Blurs (and how the best one works)
How to build realtime blurs on the GPU and how the best blur algorithm works - "Dual Kawase"
0448
Mr F @guycalledfrank.bsky.social · 11/09/2025
So it works now! If you have Bakery, can you try getting the latest github patch and using it? Add "Bakery Light Filter" component to an object to make it act like stained glass 😋 (video from RTPreview for fanciness, but it looks the same when baked) #gamedev
527867
Mr F @guycalledfrank.bsky.social · 07/09/2025
Hacking around some translucent colored shadows for Bakery & RTPreview...
1332