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Programmer, working with realtime 3D applications, rendering, and games. I live in Norway.

GitHub: https://github.com/mlavik1
Codeberg: https://codeberg.org/matiaslavik
Blog: https://matiaslavik.codeberg.page/

I've been working on a Unity Volume Rendering plugin for a while: https://github.com/mlavik1/UnityVolumeRendering

I am also @sigsegv

Tools of trade: #Unity #UnrealEngine #OpenGL #DirectX #Vulkan #CPlusPlus #CSharp #Typescript #RenderDoc #NSight #Linux #WebGL

What's that shader for? What about filling a jar with sugar cane juice?

By the way, if you want to make and sell Brazilian Sugar Cane Juice, wishlist my game Brazilian Street Food Simulator. ๐Ÿ˜ https://bit.ly/BRSSteam

Brazilian Street Food Simulator on Steam

Experience the dynamics of preparing Brazilian Street Food, such as Sugar Cane Juice, Pastel, and Tapioca. Play around with typical equipment, vehicles and processes from Brazilian street vendors. A casual simulator game without time pressure.

Version 0.9.1 of #Terrain3D for #GodotEngine is now in beta. I haven't tried it yet but there are some exciting changes:

โ€ข Built in texture packing tool.
โ€ข The terrain density is now adjustable, you are no longer restricted to 1 unit (e.g. 1 meter typically) per vertex (i.e. heightfield pixel).
โ€ข Terrain editor mouse handling is more stable and predictable, e.g. hole tool doesn't create holes in seemingly random places.
โ€ข Super useful slope sculpting tool.
https://github.com/TokisanGames/Terrain3D/releases/tag/v0.9.1-beta

Release Terrain3D v0.9.1-beta ยท TokisanGames/Terrain3D

v0.9.1-beta Release This version comes with full API docs, improved mobile support, improved mouse cursor, an awesome slope sculpting tool, vertex spacing for higher and lower poly worlds, and more...

GitHub
Both had their own cached state, that would end up being wrong after the other renderer had modified the *actual* OpenGL states (blending, etc.). This caused arbitrary bugs, with seemingly random reproduction cases ๐Ÿ˜…

Had a fun bug in a Three.js project the other day.

In cases, some objects in the scene would end up disappearing or becoming transparent. When doing some captures in RenderDoc, I noticed that the blend state seemed to change "randomly" for the same objects. Sometimes it would be enabled, sometimes disabled, sometimes the blend equation would change, etc.

The cause? We were (accidentally) using two different renderers on the same context. 1/2

#WebGL #OpenGL

@canc211 Hi! :D
Yes but mustly on my main account: @sigsegv

Haven't really been doing much graphics programming for a while, so I didn't have anything to post on this account ๐Ÿ˜… Hopefully that will change soon!

@reduz Really nice article! ๐Ÿ‘ And thanks for working so hard on this amazing game engine!

And regarding asset store: I think that would be really nice for both small and large companies ๐Ÿ˜ In my experience many large companies (AAA game studios and other non-game companies) also rely on this a lot. Often because of short deadlines, or because a project starts with a small team at prototyping stage.

Anyway, I hope you're really proud of what you've made, because it's literally a game changer!

@Metaversural Welcome! ๐Ÿ‘‹

Just released the first version of my #Unity Async Texture Importer: https://github.com/mlavik1/unity-async-textureimport-package/releases/tag/1.0

This plugin allows you to importer textures in the background, on a separate thread. It uses FreeImage for import and mipmap generation.

Release Release 1.0 ยท mlavik1/unity-async-textureimport-package

NOTE To use the sample scene, you need to copy the "StreamingAssets" folder from "Assets/UnityAsyncTextureImporter" to the "Assets" directory.: Unity Async Texture Importer - Release 1.0 Supported ...

GitHub
@canc211 Nice!
I haven't got around to use Rust yet, but I've read about it, and I find it quite interesting!
I guess it takes some time to get used to the mindset around ownership and borrowing, etc, so it's probably not learnt in a week or two ๐Ÿ˜…
Nice, didn't know about wgpu!
Come on, I want to go to sleep!