Miguel Pozo

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Miguel Pozo

Miguel Pozo

@pragma37

Stylized Rendering nerd. EEVEE & Viewport module dev at @blender. #malt3d (https://t.co/9bss2V7mGd) creator. 🦋 https://t.co/Ko96DntTch

Madrid, Spain Katılım Şubat 2018
124 Takip Edilen1.7K Takipçiler
Miguel Pozo
Miguel Pozo@pragma37·
@SebAaltonen What catches my eye the most atm are the normal maps. I believe the Y axes are flipped. Look at that wall on the right.
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Sebastian Aaltonen
Sebastian Aaltonen@SebAaltonen·
The image looks otherwise pretty good but the area marked with red outline looks like shit. This is because we don't have no baked lighting, no realtime GI and no approximation for large scale AO / sky visibility. GTAO (screen space) only gives us high frequency occlusion...
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Miguel Pozo
Miguel Pozo@pragma37·
@voxagonlabs An entity id index can just be an index into a big entity info array, where the info points to its archetype and its index inside the archetype components arrays. So the overhead for arbitrary entity/component lookups doesn't have to be too bad.
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Miguel Pozo
Miguel Pozo@pragma37·
@voxagonlabs If you defer entity and component creation/deletion until a fixed point of the frame, you can still use temporary raw pointers, though.
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Dennis Gustafsson
Dennis Gustafsson@voxagonlabs·
I got several requests for a blog post about my thoughts on ECS, so here it is! This is an area that interests me, so I'd be very curious to hear your opinions on the topic, so please comment and share your thoughts! blog.voxagon.se/2025/03/28/tho…
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Miguel Pozo
Miguel Pozo@pragma37·
@ashlee3dee Awesome! Don't hesitate to share your feedback on the Devtalk thread. :)
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Miguel Pozo retweetledi
Late as usual 🏳️‍⚧️
Late as usual 🏳️‍⚧️@lateasusual_·
here's something we managed to slip in in time for blender 4.3! this should be very useful for people using eevee for NPR in the future :3
Late as usual 🏳️‍⚧️ tweet mediaLate as usual 🏳️‍⚧️ tweet media
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Miguel Pozo
Miguel Pozo@pragma37·
@jwtstone For temporal stability, I think in general it's best to drive line width by parameters that are temporally stable in the first place. (Object/UV space textures, vertex colors, crease angle...)
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Miguel Pozo
Miguel Pozo@pragma37·
@jwtstone From a software perspective, I think it's best to just expose relevant parameters and let artists use them however they want. My old proposal for a Blender NPR engine showed some examples of this workflow (Malt also works this way): #line-rendering" target="_blank" rel="nofollow noopener">gist.github.com/pragma37/9970a…
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jwtstone
jwtstone@jwtstone·
How should curve change its width/color in animations? Drawings/Manga use heavily stylized lines a lot, while most anime avoid this to reduce the work. I've been thinking for years, but still confused... I could match/track the curves, but how to make it visually appealing?
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Miguel Pozo
Miguel Pozo@pragma37·
@rittzler Sure, in theory, there’s no reason why a game like this shouldn’t fly on any potato, but in practice you already did a better job at optimization than most games. 👍
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Miguel Pozo
Miguel Pozo@pragma37·
@rittzler I played the whole thing at a locked 60fps on a cheap Rizen 3 laptop with integrated graphics, where even 2d games tend to struggle.
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rittz @ bloosky
rittz @ bloosky@rittzler·
shoutouts to the people who are always like "why does an n64 lookin ass game run like shit on my pc" i hear you. i really do. unfortunately i am a dumb motherfucker. i am a caveman banging together my vector rocks to make my enum hut. just refund it brother, i am sorry
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Miguel Pozo
Miguel Pozo@pragma37·
#EEVEE shader compilation goes BRRRRRRRRRRRR 🔥🚀🔥🚀🔥🚀 From 1m:55s to 16s. #b3d
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