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Julian

@schneckerstein.bsky.social
386 followers 433 following 53 posts

-10x Code-Person @symmetrybreak.bsky.social Working on Misgiven and Tasty Grass Shader

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Reposted by Julian
The Regreening | Wishlist Now! @cozy-impact.bsky.social · 06/03/2026
Big news, friends!!🌱 You can now PLAY The Regreening! We've launched our first online Playtest that anyone can join and play now on Steam! Huge thank you to @wingsfund.me for organising #WomensDaySale we're part of! Find a link to our #indiegame below ⬇️
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Julian @schneckerstein.bsky.social · 27/10/2025
We're live! Super proud of this! :)
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Reposted by Julian
DEEP FOG SIGNALS | Wishlist on Steam @symmetrybreak.bsky.social · 27/10/2025
Deep Fog Signals’ Steam page is live 📡 Stuck in an outpost in a sea of toxic fog, you're cut off from the outside world and oxygen is running out. Use scarce bandwidth to coordinate unstable crewmates, do research that could change the world and interpret strange signals from the deep 👁️ #indiehorror
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Julian @schneckerstein.bsky.social · 14/05/2025
I'm at a.maze in berlin with my friends from @symmetrybreak.bsky.social. Anyone there too?
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Julian @schneckerstein.bsky.social · 05/04/2025
But... I'm 30 and I love C?
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Julian @schneckerstein.bsky.social · 01/04/2025
Hey y'all, www.reddit.com/r/Unity3D/co... did a write-up about Tasty Grass Shader over on Reddit :)
reddit.com
From the Unity3D community on Reddit: My story of developing a grass shader
Explore this post and more from the Unity3D community
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Reposted by Julian
Evan Balster 🍂 @art.imitates.life · 19/03/2025
An E-bike battery burned my house down on the first day of GDC. Seeking mutual aid from financially stable colleagues. gofund.me/47306b15
A column of fire envelops an RV in a pine forest late at night. My bedroom and office reduced to ashes. The metal walls and roof are largely destroyed, revealing the forest beyond. A class C RV gutted by fire. The heat of the fire has killed most of the plant life in a nearby garden. A segment of an RV's exterior wall. The heat of the fire has melted through the aluminum panels.
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Julian @schneckerstein.bsky.social · 19/03/2025
And on top: Just because you got Volumetric Light, it doesn't mean that everything is shrouded by fog.
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Julian @schneckerstein.bsky.social · 19/03/2025
The Half-Life 2 RTX looks fantastic, but could people PLEASE respect the original art direction? Just because you have path tracing doesn't mean you crank all your lights by x10. Just because you got PBR now doesn't mean all your surface should have 0.0 roughness.
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Julian @schneckerstein.bsky.social · 07/01/2025
look at what we've been up to!
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Julian @schneckerstein.bsky.social · 07/01/2025
endlich wieder twitter vibes hier
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Julian @schneckerstein.bsky.social · 03/01/2025
This concept is of course possible with Vector2/3/x as well. Take this example, where I calculate the magnitude/length of four 2D points at once. Keep in mind: I barely scratched the surface here of what's possible, not to mention that SEE1 came out in 1999. Happy Coding! (5/5)
#include <xmmintrin.h> 
void Distances_SIMD(void)
{
    float points_X_arr[] = {16.0f, 00.0f, 10.0f, 43.0f};
    float points_Y_arr[] = {00.0f, 16.0f, 10.0f, 08.0f};
    __m128 points_X = _mm_load_ps(points_X_arr);
    __m128 points_Y = _mm_load_ps(points_Y_arr);

    __m128 xSqr = _mm_mul_ps(points_X, points_X);
    __m128 ySqr = _mm_mul_ps(points_Y, points_Y); 
    __m128 length = _mm_sqrt_ps(_mm_add_ps(xSqr, ySqr));

    float lengths[4];
    _mm_store_ps(lengths, length);
    for(int i = 0; i < 4; i++){
      printf("Point = (%f,%f), Length = %f.\n", points_X_arr[i], points_Y_arr[i], length[i]);
    }
}
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Julian @schneckerstein.bsky.social · 03/01/2025
Now for thinking as SIMD as "multiple things at once" the code would look like this. The key is here that we batched multiple calculation together, processing 4 circles at once. (4/5)
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Julian @schneckerstein.bsky.social · 03/01/2025
Instead, you have to think about SIMD as processing multiple items at a once. For example: you have a list of circles and want to calculate their area. The basic version would process one circle at the time. With thinking of SIMD as "fast Vector4" there would be no room for improvement. (3/5)
void CircleArea_SIMD(void)
{
  float circlesRadii[] = {1.0f, 2.0f, 0.5f, 4.0f};
  __m128 circlesRadius = _mm_load_ps(circlesRadii);

  const float pi = 3.141f;
  __m128 pi_wide = _mm_load_ps1(&pi);
  // caluclate: pi * radius * radius, but for 4 radii at once.
  __m128 areas =  _mm_mul_ps(pi_wide, _mm_mul_ps(circlesRadius, circlesRadius));
  
  float areaScalar[4];
  _mm_store_ps(areaScalar, areas);
  for(int i = 0; i < 4; i++){
    printf("Radius = %f, Area = %f.\n", circlesRadii[i], areaScalar[i]);
  }
}
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Julian @schneckerstein.bsky.social · 03/01/2025
The key point is that many people get the *impression* that these wide SIMD vectors, like __m128 in SSE, are a direct replacement for a Vector4. When they then try to "SIMDfy" their Vector3/2 math, their code gets ugly and inefficient. This is not how to SIMD.☝️ (2/5)
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Julian @schneckerstein.bsky.social · 03/01/2025
I always wanted to get into SIMD programming (SSE, AVX, NEON all that sorts), but never found the right entry, until I stumbled across this talk deplinenoise.wordpress.com/wp-content/u... (1/5)
deplinenoise.wordpress.com
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Julian @schneckerstein.bsky.social · 20/12/2024
You know the drill! TGS is on sale!
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Reposted by Julian
DEEP FOG SIGNALS | Wishlist on Steam @symmetrybreak.bsky.social · 20/12/2024
Holiday season is upon us ✨ Join us right now for our first hangout stream on Twitch! We’ll be reflecting on 2024 and maybe even dropping new info & plans while we play @wildwoodsgame.bsky.social 👀 Come say hi, ask us stuff and celebrate another year with us at twitch.tv/ancastasia 🙌 #indiedev
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Julian @schneckerstein.bsky.social · 19/12/2024
Doc, I am so sorry.
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Julian @schneckerstein.bsky.social · 19/12/2024
Tasty Grass Shader is 50% off! tgs.symmetrybreak.com
tgs.symmetrybreak.com
Tasty Grass Shader (URP/HDRP 3D/VR) | VFX Shaders | Unity Asset Store
Add depth to your next project with Tasty Grass Shader (URP/HDRP 3D/VR) from Symmetry Break Studio. Find this & more VFX Shaders on the Unity Asset Store.
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Julian @schneckerstein.bsky.social · 13/12/2024
born under punches
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Julian @schneckerstein.bsky.social · 04/12/2024
Congrats to @osmoticstudios.com and @pipapogames.bsky.social on the DEP wins!
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Julian @schneckerstein.bsky.social · 03/12/2024
Woooow, congrats @pipapogames.bsky.social !!
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Julian @schneckerstein.bsky.social · 03/12/2024
🙌
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Julian @schneckerstein.bsky.social · 29/11/2024
🙌
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Julian @schneckerstein.bsky.social · 27/11/2024
thanks for 100 followers
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Julian @schneckerstein.bsky.social · 27/11/2024
I have cooked
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Reposted by Julian
DEEP FOG SIGNALS | Wishlist on Steam @symmetrybreak.bsky.social · 27/11/2024
Big news for #Unity devs: @schneckerstein.bsky.social's been COOKING! We just released Tasty Grass Shader v.2.2 with support for #HDRP and #UnityShaderGraph 🫡 Get incredibly performant, pretty and customizable grass at 👉 tgs.symmetrybreak.com 🥬 #gamedev #indiedev #unityassets
tgs.symmetrybreak.com
Tasty Grass Shader (URP/HDRP 3D/VR) | VFX Shaders | Unity Asset Store
Add depth to your next project with Tasty Grass Shader (URP/HDRP 3D/VR) from Symmetry Break Studio. Find this & more VFX Shaders on the Unity Asset Store.
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Julian @schneckerstein.bsky.social · 26/11/2024
the powers of having the pw for the dns console
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Julian @schneckerstein.bsky.social · 26/11/2024
+1 einfach nur für amon tobin
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Julian @schneckerstein.bsky.social · 26/11/2024
Just the "front-end". The geometry is generated via compute shader, which doesn't depend on any render pipeline. The shader graph just handles geometry unpacking and material setup. (Also, no render passes involved, just OnBeginCameraRendering and Graphics.DrawProcedual())
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Julian @schneckerstein.bsky.social · 26/11/2024
HDRP seemed really difficult, because each Unity version has its own dialect. THEN I realised that we can implement everything with custom nodes in shader graph. It was even able to handle URP, but ~10% slower, so we still ship the old "handwritten" shader for URP.
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Julian @schneckerstein.bsky.social · 26/11/2024
Always nice to see that my work is useful to people :)
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Julian @schneckerstein.bsky.social · 24/11/2024
🙏
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Julian @schneckerstein.bsky.social · 24/11/2024
🙏
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Julian @schneckerstein.bsky.social · 24/11/2024
Two Weeks ago I made this game on the InnoGames Jam #15 with my own C framework Moka. Found the time to brush it up and make a WebAssembly port. Enjoy! schneckerstein.itch.io/smug-goose-c...
schneckerstein.itch.io
Smug Goose Club by schneckerstein
Play in your browser
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Julian @schneckerstein.bsky.social · 22/11/2024
Hey, would be cool to be included👀
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Julian @schneckerstein.bsky.social · 19/11/2024
I'm pro embedding (text) assets into source code. With my C toy engine, for example, I have a build tool that converts the JSON output from the font atlas generator into a C-Header.
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Julian @schneckerstein.bsky.social · 19/11/2024
(Ich leb aber komplett unterm Felsen und hab immer noch Reason 10 und ein paar VSTs)
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Julian @schneckerstein.bsky.social · 19/11/2024
Huch, ich dachte der Analog Hype hatte sein Peak so um 2014?
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Julian @schneckerstein.bsky.social · 18/11/2024
I think they render the 3D-skybox first, reset the Z-buffer and then draw the regular scene on top. This way, the 3D skybox is always behind the regular scene and there is no intersection.
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Julian @schneckerstein.bsky.social · 15/11/2024
Hey People! I'm Julian and I make games, assets, as well as teaching game development. TL;DR Currently, I'm working on Misgiven (store.steampowered.com/app/2475620) as well a very well received grass shader for Unity u3d.as/3fvQ. Hope to see both new and familiar face here :)
store.steampowered.com
Misgiven on Steam
Misgiven is an emotional sci-fi adventure about the lump in your throat. Stranded in a city veiled in toxic fog, take on the mask of a stranger to survive. Become a harbinger of doom. Wrestle with you...
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Julian @schneckerstein.bsky.social · 05/11/2024
join anca and me doing ze silly 14 CET
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Julian @schneckerstein.bsky.social · 26/10/2024
I have a joke about game development, but it's under NDA.
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Julian @schneckerstein.bsky.social · 25/10/2024
vote please my family is freezing
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Reposted by Julian
DEEP FOG SIGNALS | Wishlist on Steam @symmetrybreak.bsky.social · 25/10/2024
WE NEED YOUR SUPPORT! Misgiven is taking part in the Community Award category at this year’s #DevGAMM Awards! If you want to help us out, head to form.fillout.com/t/hZWP7Kgy7Aus and pick Misgiven from the list! Your vote would be much appreciated ❤️ #gamedev #indiegames #narrativegames
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Julian @schneckerstein.bsky.social · 01/01/2024
i'm in this picture and I don't like it
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Julian @schneckerstein.bsky.social · 13/12/2023
You just summoned +twenty people telling you to switch to blender.
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Reposted by Julian
LuBu @lubu.bsky.social · 12/12/2023
Hi everyone! I shared some updates about my Playdate games satOlite and Dash Arena: itch.io/blog/648678/sa…
itch.io
satOlite & Dash Arena Update!
Hi everyone! The year is coming to an end and that's why I wanted to share some updates on my Playdate games satOlite and Dash Arena : satOlite Release Date I've been working on satOlite quite some ti...
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Julian @schneckerstein.bsky.social · 07/12/2023
Danke dir!🌟
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