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Ming-Lun "Allen" Chou

@theallenchou.bsky.social
671 followers 933 following 149 posts

Principal Game Programmer at @NaughtyDog.com from Taiwan. Math. Physics. Graphics. Game AI. Bunnies 🐰 Gamedev Blog: AllenChou.net/blog MudBun: LongBunnyLabs.com/mudbun

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Ming-Lun "Allen" Chou @theallenchou.bsky.social · 24/09/2026
Filling the gaps among splats with meshes or ray-marched surfaces. The data & acceleration structures are already there. Doing both splats & fill in one single pipeline is cheaper than doing them in two separate pipelines. #MudBun #GameDev #MadeWIthUnity #VFX
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Reposted by Ming-Lun "Allen" Chou
DK Liao @chosenconcept.dev · 16/09/2026
PSA: my vector graphics library for Godot and Unity is currently free on itch. I’m in desperate need of feedbacks please do try it out! #gamedev #indiedev #godot #unity3D
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Ming-Lun "Allen" Chou @theallenchou.bsky.social · 23/09/2026
I kept trying to geometrically solve blurry materials due to vertex interpolation at zero-blend brush boundaries, but to no avail. Here's a simple but effective alternative: resolving materials in the fragment shader. #MudBun #GameDev #MadeWithUnity #VFX
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Ming-Lun "Allen" Chou @theallenchou.bsky.social · 13/09/2026
Destructive field stamping. There's only one active constructive brush, destructively stamping into a sparse signed distance field. Good for sculpting complex SDFs without blowing up constructive brush budgets. #MudBun #MadeWithUnity #GameDev #VFX
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Ming-Lun "Allen" Chou @theallenchou.bsky.social · 10/09/2026
MudBun 2.0 in the works (still in early stages). Rect tool. Multi-renderer. #MudBun #GameDev #MadeWithUnity #VFX
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Ming-Lun "Allen" Chou @theallenchou.bsky.social · 02/07/2026
PlayStation dragon paper puppet, complete with a headset 😍
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Ming-Lun "Allen" Chou @theallenchou.bsky.social · 16/05/2026
Never gets old. #GameDev
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Ming-Lun "Allen" Chou @theallenchou.bsky.social · 15/05/2026
Long over-due full documentation for Boing Kit, my bouncy VFX tool for Unity. No longer just a short quick guide & a few disjointed readme text files. Docs: longbunnylabs.github.io/boing-kit/ Store page: assetstore.unity.com/packages/too... #BoingKit #GameDev #VFX #MadeWithUnity
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Ming-Lun "Allen" Chou @theallenchou.bsky.social · 05/05/2026
Today is crazy hair day at school. #Pikmin
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Ming-Lun "Allen" Chou @theallenchou.bsky.social · 11/04/2026
lsp-mcp: A simple VS Code extension that exposes language server features as MCP tools. It hooks into whatever language servers VS Code already has running. github.com/TheAllenChou...
github.com
GitHub - TheAllenChou/lsp-mcp
Contribute to TheAllenChou/lsp-mcp development by creating an account on GitHub.
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Ming-Lun "Allen" Chou @theallenchou.bsky.social · 11/01/2026
When your kid goes to bed next to you with a Bulborb/Chappy and you wake up the next morning. #Pikmin
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Ming-Lun "Allen" Chou @theallenchou.bsky.social · 25/11/2025
Greeted by (´ᴥ`)
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Ming-Lun "Allen" Chou @theallenchou.bsky.social · 17/11/2025
Croffle.
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Ming-Lun "Allen" Chou @theallenchou.bsky.social · 25/08/2025
Big Bro #NineSols
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Ming-Lun "Allen" Chou @theallenchou.bsky.social · 11/08/2025
New desk friends.
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Ming-Lun "Allen" Chou @theallenchou.bsky.social · 13/07/2025
When you spot a typo…
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Ming-Lun "Allen" Chou @theallenchou.bsky.social · 13/07/2025
Alright. In my next project I'm going to have separate point & vector types, as they should be. We have this at work in our C++ engine and I can't go back. This guards against things like accidentally adding together two Vector3's that represent points. #GameDev #MadeWithUnity
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Ming-Lun "Allen" Chou @theallenchou.bsky.social · 28/06/2025
Interesting choice of image, AI.
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Ming-Lun "Allen" Chou @theallenchou.bsky.social · 14/04/2025
They didn’t say adults couldn’t join a kids’ Easter bunny coloring activity at the park 🐰
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Ming-Lun "Allen" Chou @theallenchou.bsky.social · 04/03/2025
Inverting normals can come in handy for shaping interior spaces more intuitively. #MudBun #GameDev #MadeWithUnity #VFX
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Ming-Lun "Allen" Chou @theallenchou.bsky.social · 04/03/2025
GPU-based auto-smoothing was fun to implement. Adjacency is constructed by spatially hashing & adding coinciding verts to a shared list. Then each vert's normal is updated to be a weighted avg. of similar normals of verts in the same list. #MudBun #GameDev #MadeWithUnity #VFX
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Reposted by Ming-Lun "Allen" Chou
Ming-Lun "Allen" Chou @theallenchou.bsky.social · 22/02/2025
Ray-marched surface, take 2. Not sure why it's so much brighter than regular meshing. Even dual contouring can't beat this because it's the ground truth. Voxel density affects the proxy mesh complexity but doesn't change the visuals. #MudBun #MadeWithUnity #GameDev #VFX
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Ming-Lun "Allen" Chou @theallenchou.bsky.social · 22/02/2025
Take 1 was in 2021, and this time I have some ideas to make it more performant.
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Ming-Lun "Allen" Chou @theallenchou.bsky.social · 22/02/2025
Ray-marched surface, take 2. Not sure why it's so much brighter than regular meshing. Even dual contouring can't beat this because it's the ground truth. Voxel density affects the proxy mesh complexity but doesn't change the visuals. #MudBun #MadeWithUnity #GameDev #VFX
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Ming-Lun "Allen" Chou @theallenchou.bsky.social · 19/02/2025
Another one. Blending between surface nets or dual contouring and intermediate dual quads never gets old. The mesh is constructed & animated by sampling triangle noise with scrolling spherical coordinates. #MudBun #GameDev #MadeWithUnity #VFX
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Ming-Lun "Allen" Chou @theallenchou.bsky.social · 19/02/2025
Another demo of blending between surface nets and intermediate dual quads. #MudBun #GameDev #MadeWithUnity #VFX
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Ming-Lun "Allen" Chou @theallenchou.bsky.social · 19/02/2025
Quick & easy way to get dithered transparency to look more convincing on overlapping transparent objects: throw unique object hash/ID into the mix for noise seed. #GameDev #MadeWithUnity
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Ming-Lun "Allen" Chou @theallenchou.bsky.social · 19/02/2025
Transparency blend & splat size blend. #MudBun #GameDev #MadeWithUnity #VFX
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Ming-Lun "Allen" Chou @theallenchou.bsky.social · 18/02/2025
Sometimes it's desired to jitter splat orientation. With high-frequency noise though, the normals might appear to be too noisy. A blend back to the original normals can help, in the same vein as normal transfer techniques for foliage in games. #MudBun #GameDev #MadeWithUnity #VFX
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Ming-Lun "Allen" Chou @theallenchou.bsky.social · 17/02/2025
More documentary of the shelved experimental ray-traced voxel render mode. Splat size was used as a proxy for rendered voxel size. Had to speed up the video to fit within bsky's limit. #MudBun #GameDev #MadeWithUnity #VFX
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Ming-Lun "Allen" Chou @theallenchou.bsky.social · 17/02/2025
Sparse hierarchical voxel nodes are used to narrow down which voxels to generate triangles for. I use branching factors (8, 8, 4), so one highest-level node, or "chunk", contains to 256 voxels. Only a node that intersects the SDF zero surface is further branched. #MudBun #GameDev #MadeWithUnity #VFX
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Ming-Lun "Allen" Chou @theallenchou.bsky.social · 17/02/2025
The surface nets & dual contouring algorithms both involve an intermediate step that produces voxel quads and a final step that offsets vertices towards the SDF zero isosurface. Naturally...I'd want to try blending between the two steps. #MudBun #GameDev #MadwWithUnity #VFX
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Ming-Lun "Allen" Chou @theallenchou.bsky.social · 17/02/2025
Demonstrating varying voxel density, render modes, and splat options. #MudBun #GameDev #MadeWithUnity #VFX
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Ming-Lun "Allen" Chou @theallenchou.bsky.social · 17/02/2025
Using each splat's center to sample a 3D Perlin noise gradient for offset creates this interesting effects as the sphere brush is moved around. #MudBun #GameDev #MadeWithUnity #VFX
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Ming-Lun "Allen" Chou @theallenchou.bsky.social · 17/02/2025
SDF modeling is cool because you can just move the mouth around like this. #MudBun #BoingKit #GameDev #MadeWithUnity #VFX
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Ming-Lun "Allen" Chou @theallenchou.bsky.social · 16/02/2025
Overlay blend mode for dye brushes. More artistic controls. #MudBun #GameDev #MadeWithUnity #GameDev
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Ming-Lun "Allen" Chou @theallenchou.bsky.social · 16/02/2025
Dye brush blend modes are coming in MudBun v1.6.52. #MudBun #GameDev #MadeWIthUnity #VFX
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Ming-Lun "Allen" Chou @theallenchou.bsky.social · 15/02/2025
But wait, what if we can also rotate/twist the normal and normal coordinates along the curve before feeding them to the noise function? #MudBun #MadeWithUnity #GameDev #VFX
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Ming-Lun "Allen" Chou @theallenchou.bsky.social · 15/02/2025
A different set of inputs to feed into Perlin noise is the normal, binormal, and tangential coordinates along a curve. Rolling the tangential coordinate can create this interesting noise flow along a curve. #MudBun #MadeWithUnity #GameDev #VFX
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Ming-Lun "Allen" Chou @theallenchou.bsky.social · 15/02/2025
Carterian vs. spherical noise. Under the hood is the same multi-octave Perlin noise, but the scrolling inputs are Cartesian coordinates vs. spherical coordinates. #MudBun #MadeWithUnity #GameDev #VFX
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Ming-Lun "Allen" Chou @theallenchou.bsky.social · 14/02/2025
Unity doesn't give us the ability to skew/shear. No matter, nothing a nested intermediate game object can't solve. And that's exactly how my first Unity asset Squash & Stretch Kit achieved omni-directional squashing-and-stretching effects. #GameDev #MadeWithUnity #VFX
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Ming-Lun "Allen" Chou @theallenchou.bsky.social · 14/02/2025
Textured splat, size jitter, color jitter, rotation jitter, camera facing, and screen-space flattening are all you need for some nice-looking SDF-based bushes. #MudBun #MadeWithUnity #GameDev #VFX
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Ming-Lun "Allen" Chou @theallenchou.bsky.social · 14/02/2025
I forgot what prompted the development of the decal render mode, but I remember twisting the existing SDF data geared towards efficient meshing into something suitable for generating decals was a fun exercise. #MudBun #GameDev #MadeWithUnity #VFX
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Ming-Lun "Allen" Chou @theallenchou.bsky.social · 14/02/2025
Ray-traced voxels was a fun experiment but wasn't optimized enough. Maybe now that MudBun's fully ported over to shader graph, I can find time to revisit the idea. This time for both URP and HDRP 🤔 #MudBun #MadeWithUnity #GameDev #VFX
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Ming-Lun "Allen" Chou @theallenchou.bsky.social · 14/02/2025
Finally, MudBun's support for Unity's shader graph is fully complete. When the next MudBun update (v1.6.51) rolls out, these input nodes will be available for use in Unity 2021, 2022, and 6. #MudBun #MadeWithUnity #GameDev #VFX
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Ming-Lun "Allen" Chou @theallenchou.bsky.social · 13/02/2025
In the middle of a Slack huddle. Slack: Re-authenticate to avoid interruption. Me: *clicks re-authenticate* Slack: *cuts me out of the huddle before refreshing itself to show the home screen*
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Ming-Lun "Allen" Chou @theallenchou.bsky.social · 13/02/2025
The undo-redo dance. Like I said, I can't animate for the life of me, so I had to use...unconventional approaches. #MudBun #BoingKit #MadeWithUnity #GameDev #VFX
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Ming-Lun "Allen" Chou @theallenchou.bsky.social · 13/02/2025
Here. Have a fluffy, bouncy, and stretchy alpaca. Fluff & modeling were doing with MudBun. Bounce was done with Boing Kit. #MudBun #BoingKit #MadeWithUnity #GameDev #VFX
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Ming-Lun "Allen" Chou @theallenchou.bsky.social · 13/02/2025
What if...hydration, but water blends with bunnypup? #MudBun #BoingKit #MadeWithUnity #GameDev #VFX
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Ming-Lun "Allen" Chou @theallenchou.bsky.social · 13/02/2025
Remember to hydrate. #MudBun #BoingKit #MadeWithUnity #GameDev #VFX
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