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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

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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..
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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
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Mr F @guycalledfrank.bsky.social · 18/09/2026
Speaking of kneading cats... just look at this beautiful boy I saw today. Someone has to appreciate him...
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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)
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Mr F @guycalledfrank.bsky.social · 12/09/2026
absolutely logical interactions (excuse WIP lighting here)
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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.
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Mr F @guycalledfrank.bsky.social · 24/07/2026
I updated Bakery Standard shader (BiRP) and BakeryURPLit to support this feature. Bonus: you don't actually need to rebake your scenes, you can convert separate to triple maps on existing bakes.
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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).
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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.
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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
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Mr F @guycalledfrank.bsky.social · 14/07/2026
Bookshop / cafe #gamedev #indiedev
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Mr F @guycalledfrank.bsky.social · 12/06/2026
It's that time again, Bakery is on a 50% sale 👀 #gamedev
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Mr F @guycalledfrank.bsky.social · 18/05/2026
The new patch actually just spawns a separate process for every GPU and bakes its own part of the lightmap there, which is not the most sophisticated approach, but since baking doesn't have real-time presentation constraints, it actually works pretty well...
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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)
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Mr F @guycalledfrank.bsky.social · 15/05/2026
Full NPCs can push each other with proper animations and physics, but I also had to make crowd characters somewhat pushable as well. They act like these silly balls. I put them to an implicit grid (one of my fav acceleration structures, can store 1 NPC per bit per row/column!)
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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
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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
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Mr F @guycalledfrank.bsky.social · 10/04/2026
Can you try this?
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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
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Mr F @guycalledfrank.bsky.social · 15/02/2026
...but not in Unity. As it turns out, PhysX supported non-ray wheels for about 10 years. It's mentioned in 2017 on Unity forum... discussions.unity.com/t/physx-v3-4... Yet Unity never exposed this abiltiy (even though they kept updating PhysX version).
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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
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Mr F @guycalledfrank.bsky.social · 10/02/2026
Light has stable world-space size done via this w*w dark magic. I remembered Humus' "phone-wire AA" using w for stable wire thickness, tried it here and it almost worked, but was still off... I squared it because it looked like it needs squaring, and it worked!
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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
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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!
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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
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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)
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Mr F @guycalledfrank.bsky.social · 19/11/2025
Bakery is on the Black Friday sale! 👀👀 assetstore.unity.com/packages/too... #gamedev
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Mr F @guycalledfrank.bsky.social · 12/11/2025
Mirror inside a mirror behind a glass reflecting a stained glass (photo)
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Mr F @guycalledfrank.bsky.social · 07/10/2025
Totally normal skinning
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Mr F @guycalledfrank.bsky.social · 04/10/2025
RTPreview was also updated for compatibility: assetstore.unity.com/packages/too...
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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
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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
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Mr F @guycalledfrank.bsky.social · 08/09/2025
Oh boy, got the textures hooked up
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Mr F @guycalledfrank.bsky.social · 07/09/2025
(excuse the noise)
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Mr F @guycalledfrank.bsky.social · 07/09/2025
Hacking around some translucent colored shadows for Bakery & RTPreview...
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Mr F @guycalledfrank.bsky.social · 02/09/2025
Hi, thanks! :) All your shaders need to do is here: geom.io/bakery/wiki/... ... I didn't mention ZWrite Off, as it's "obvious", but yeah... good point - will add it to the docs now.
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Mr F @guycalledfrank.bsky.social · 12/08/2025
Bakery is on sale again?? A summer sale they say? ✨🥨May I interest you in some fresh warm baked global illumination?🥨💖 assetstore.unity.com/packages/too... #gamedev
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Mr F @guycalledfrank.bsky.social · 10/08/2025
Other programmers become goose farmers, and I became a hobbyist tomato farmer :D First harvest, here we go...
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Mr F @guycalledfrank.bsky.social · 04/08/2025
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Mr F @guycalledfrank.bsky.social · 04/08/2025
Along the river Gradac, near Valjevo 💚
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Mr F @guycalledfrank.bsky.social · 27/07/2025
Questionable UI, but Decalery now allows you to project receiver's UV1 (for the normal map) to the decal, while moving original decal's UV1 to UV3 (for color/gloss/etc maps). Basically cheap forward-rendered normal-mapped decals.
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Mr F @guycalledfrank.bsky.social · 25/07/2025
Oh, Bakery is on a sale again! #gamedev
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Mr F @guycalledfrank.bsky.social · 25/07/2025
But the basic idea is: - Build a lookat matrix that defines leg bending space, aimed at target - Use the law of cosines to figure out knee angle knowing thigh->target distance - Use this angle to find out knee point - Rotate thigh to this point and knee to target
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Mr F @guycalledfrank.bsky.social · 25/07/2025
Basic trigonometric IK, but it's satisfying when it finally works. Previously I wrote an overly complicated position-based solver, but it was buggy and wasn't worth it 🥲
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Mr F @guycalledfrank.bsky.social · 22/07/2025
Added de-ringing option to L2 light probes. Unlike Unity's "remove ringing" checkbox, this one is actually a slider you can tweak to remove less/more. At max value it gets almost close to L1, but seems to fix ringing/negative values completely. Oh, I also made L2 work for APV.
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Mr F @guycalledfrank.bsky.social · 13/07/2025
You can try it via my github patches: geom.io/bakery/wiki/... Benefits over Legacy are: it's faster; it's more consistent (everything happens within the lightmapper, no engine rendering involved).
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Mr F @guycalledfrank.bsky.social · 13/07/2025
So previously Bakery had 2 light probe baking modes: L1 and Legacy (=L2 but via convolving in-engine rendered cubemaps). L1 was 1st-class citizen, since it also works for dense 3D texture volumes (no way anyone's reading 9 textures). Well, now L2 is finally a "native" mode too.
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Mr F @guycalledfrank.bsky.social · 25/05/2025
#gamedev #indiedev
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Mr F @guycalledfrank.bsky.social · 12/05/2025
Working hard... #gamedev #indiedev
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Mr F @guycalledfrank.bsky.social · 19/04/2025
Forgot why, but Bakery is on sale again! :) assetstore.unity.com/packages/too... #gamedev
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