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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 · 24/09/2026
Don't know about lua, but in C#, coroutines (IEnumerators) are essentially syntax sugar around structs of local data + state integer; the real code is a giant switch-case. Because of that I was able to serialize their state completely with reflection. It's very useful!
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Mr F @guycalledfrank.bsky.social · 19/09/2026
Link: assetstore.unity.com/packages/too...
assetstore.unity.com
Bakery - GPU Lightmapper | Level Design | Unity Asset Store
Get the Bakery - GPU Lightmapper package from Mr F and speed up your game development process. Find this & other Level Design options on the Unity Asset Store.
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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
assetstore.unity.com/packages/too...
assetstore.unity.com
Bakery - GPU Lightmapper | Level Design | Unity Asset Store
Get the Bakery - GPU Lightmapper package from Mr F and speed up your game development process. Find this & other Level Design options on the Unity Asset Store.
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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 · 10/09/2026
Nice! How were the probes updated and what do you mean by "palletized"?
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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!
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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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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
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Mr F @guycalledfrank.bsky.social · 24/07/2026
Also, since the triple SH map is fed via the directional map slot, it works together with the new "Use LightingDataAsset map/renderer link" option. With these two enabled you can even export full SH bakes and load them without any Bakery scripts at all.
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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
ALSO if you don't use "Adjust UV padding", it lets you export baked scenes without having to include ANY Bakery scripts at all.
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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
Thanks! ❤️
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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 · 10/06/2026
I will be in Berlin and around, starting next week (and until the end of June)! Anyone wanna hang out? :D
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Mr F @guycalledfrank.bsky.social · 29/05/2026
This is about ray-tracing, not denoising. OIDN is fine, as you correctly said.
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Mr F @guycalledfrank.bsky.social · 29/05/2026
This should make it easier to port pure CUDA code (and I have some), but not the OptiX-dependent parts
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Mr F @guycalledfrank.bsky.social · 27/05/2026
AMD support is much harder to implement. Linux is viable because it can still run NV.
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Mr F @guycalledfrank.bsky.social · 27/05/2026
I wonder if any publisher has a marketing-only deal with a much smaller cut 😁 I could manage the rest myself for now...
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Mr F @guycalledfrank.bsky.social · 26/05/2026
You can add me too I guess. Only photo-based 3D modeling and own dumb ideas 🤪
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Mr F @guycalledfrank.bsky.social · 26/05/2026
BTW what does a publisher offer? Funding/marketing? (And what do they ask in return...)
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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...
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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
This meant that the last year OptiX9 Bakery update didn't have neither driver-provided nor manually implemented multi-GPU support, I just used a simple heuristic to select the most capable GPU in the system. (2/x)
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Mr F @guycalledfrank.bsky.social · 18/05/2026
Some history: while previous Bakery versions were based on OptiX5/6, the multi-GPU-parallelism was supposedly handled by the driver - but it was done poorly (as it didn't know enough about the tasks), and eventually Nvidia removed this feature from newer versions entirely (1/x)
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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
Thanks!
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Mr F @guycalledfrank.bsky.social · 15/05/2026
From Unity perspective each crowd NPC is just 1 non-skinned gameobject. Could even use instancing, but even without it it's pretty fast with SRP batching. All animation is purely in a vertex shader. Quats are read from an rgba16half texture.
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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
They get red when they actually transform to "full" NPCs with proper collision, AI and everything. Obviously in the real game they will look different and not be placed in a grid 😅 They will also have hair (oh god help me)
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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 · 16/04/2026
TIL you can take advantage of anisotropic filtering for directional blurs (!)
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Mr F @guycalledfrank.bsky.social · 16/04/2026
Never thought about (ab)using anisotropy for "free" directional samples in a blur, clever!
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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.…
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Mr F @guycalledfrank.bsky.social · 15/04/2026
You can: - bake in shadowmask mode (only dynamic objects cast dynamic shadows, mixes with static) - light dynamic objects with probes (obviously) or Bakery Volumes (less obviously)
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Mr F @guycalledfrank.bsky.social · 15/04/2026
Pretty!
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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
If you remove like 99% of meshes from the scene (but keep lights, probes, volumes), does it still fail?
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Mr F @guycalledfrank.bsky.social · 10/04/2026
Can you tell me which driver is currently working for you? As for your scene: I assume that Bake folder exists not marked for version control and there is enough space on disk E? Can you check if it bakes without that particular LMGroup_Terrain?
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Mr F @guycalledfrank.bsky.social · 10/04/2026
Do example scenes bake fine?
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Mr F @guycalledfrank.bsky.social · 10/04/2026
Just to confirm, if you open console (or create a .bat file) in the same folder as ftraceRTX9.exe and write: ftraceRTX9.exe /sun hwtestdata light 4 0 0 direct0.bin ...will the last line in .ftracelog.txt be about unsupported ABI?
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Mr F @guycalledfrank.bsky.social · 10/04/2026
Out of ideas then really. Did it work on previous drivers? Can you try it on anything pre-590?
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Mr F @guycalledfrank.bsky.social · 10/04/2026
Can you try this?
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