TomekS
131 posts

TomekS
@_TomekS
Game developer at Lykke Studios. In free time tinkering with new technologies. Currently focused on everything procedural and shaders.
Katılım Nisan 2018
185 Takip Edilen2.7K Takipçiler

Hooped it up!
Really, really love this game, but I do wish there was a little more time to look at the finished embroidery and take pics before it reverts and gives stats.
#Stitch. #LykkeStudios
#NintendoSwitch




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TomekS retweetledi

Yay! 🥳 stitch. extends its amazing adventure and is coming to Apple Vision Pro today! 👓🥂
Solve beautiful and challenging puzzles as you make realistic embroidery patterns come to life! 🤏
apple.co/stitch
#AppleVisionProApps #AppleVisionPro #VisionPro #SpatialComputing




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@michae1becker We ported a project from birp to URP, on the same iPad GPU load went down from 90 to 50%. Also we could enable post processing while on birp it was a nono.
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I am genuinely asking in good faith whether anyone has *solid empirical proof* that URP has actually improved perf for them, or whether it's all just been kool aid for the past half decade, bc I'm kind of with Manuela on this
Manuela Malasaña@ManuelaXibanya
character: manuela class: graphics programmer favored enemy: urp
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@MiddleN41159389 Hey, this was done in old geo nodes in a rather mundane way, I have rect , spawn boards on edge, then on corners spawn a cube at 45 degrees rotation and do bool. Pack it into group and run 4 times (once per each side)
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@_TomekS Looks great! Could you give any insight on how you did the deck planks? I am trying to do something similar with roof planks facing different direction like the platform but I can't seem to figure it out
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4 years ago today, at @LykkeStudios we released a machine learning educational game "Aivolution", where you design and train AI creatures to pass various challenges. It's free on android and iOS stores (no ads and such)
#MachineLearning #madewithunity #NEAT
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My baking thing can now bake @unity3d animations into textures. It replays them through a shader on a combined mesh effectively removing the Animator CPU cost. Some performance gain is noticeable only with plenty of animated props. #madewithunity #screenshotsaturday #indiegamedev
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@Nico76637634 yes, once you like the result you just hit 'apply' similar to any other modifier to convert it to mesh.
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@AlanZucconi @Jakob_Wahlberg Not sure if this qualifies but few years ago we released "AI-design-and-train-your-own-cute-creatures" game called AiVolution

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@Jakob_Wahlberg PLEASE make a game where you care for cute, evolving physical pets! 🤩
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Procedurally animated physical agents. Perhaps one of my favorite sentences ever written. #gamedev #madewithunity
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@Poko90946722 I think over time they will add nodes to handle all the boilerplate operations, and thus over time you will be able to do "more with less (nodes)". The "fields" approach currently under development by Blender is aiming towards that.
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@WSBoyce96 sorry for late reply, the cables are just the base shape converted using mesh to curve. For the hanging come the tricky part: I generate a point in the center of each input segment, on source use attr. proximity to find half length which is used for cos. calculation.
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@_TomekS Can you give me any insight on how to string the cables between points? I think I can figure out the basics of the poles, but the cable stringing baffles me
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This week I made procedural power line generator with Blender's geometry nodes. It's controlled by a single curve.
#b3d #geometrynodes
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@raffaelviotti @JesseMiettinen Not quite, I look up to projects from Houdini. But his stuff is crazy good. @JesseMiettinen does your take support uniform spacing only right? Figuring out to make them non- uniform was 90% of this project.
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@Curious92598712 it's alpha, but I believe this is also doable in 2.9 as I haven't used any of the new nodes.
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