Game developer, VR specialist and pianist. Game developer at @nobrakesgames, making games at Reactor Heart too

Ludus
Joined June 2012
This update is worth nothing. They’ll tweak the formula to reduce anger, but the leadership can not be trusted. They have shown that they are frog boilers at heart, and will only wait for you to move along to crank that stove. Get out while you can.
We have heard you. We apologize for the confusion and angst the runtime fee policy we announced on Tuesday caused. We are listening, talking to our team members, community, customers, and partners, and will be making changes to the policy. We will share an update in a couple of days. Thank you for your honest and critical feedback.
5
31
2
176
29,360
Additional background:
Unity vs. Unity 🤔 Beginning to think this whole thing wasn’t discussed quite thoroughly
1
2
7
4,427
Let's free up valuable disk space, #unreal5 is pretty big.
1
10
220
We expect better @unity
12
270
18
1,804
128,617
Yesterday was our Summer Party! ☀️ We had loads of fun getting the whole studio out to Tenerife for the first time to enjoy the sun, pool, DJ and of course, lots of games 😎 – at Adeje, Spain
3
1
19
We are very excited to finally announce that Red Matter 2 will be available on @MetaQuestVR and PC on August 18. To celebrate, here is our new cover art. Check it out! #VR #PCVR #Quest2
79
125
47
525
Today I've been playing around an alternative to triplanar shaders using imaginary planes, normals and tangent vertex data. It works pretty well for faceted models and cylindrical smoothed parts. More on thread... #unity3d #shaders #triplanar
1
1
4
Cylindrical shapes can work but get a little stretched... it can look good depending on the texture that you use and the radius of curves.
1
The amplify shader editor nodes... You can make this use world space if you want... but this way is cheaper and remember that you need the tangent data from your 3D model, automatically generated or whatever.
This is the app in my app reviews session that accidentally had casting disabled, resulting in my raving about how good it looked when nobody in the room could see...
7
13
127
"It´s one of the best-looking visual experiences I´ve seen on @oculus Quest so far! Thanks, @ID_AA_Carmack for your awesome review to our Summer Camp #VR game during the #OC6 #CarmackAppReview #oculusconnect6 #OculusQuest #gamedev #madewithunity Check it! vimeo.com/255074357
3
9
3
47
Don’t push too hard on the graphics. Red Matter as the exception that proves the rule
16
33
"This radiant Sodalite mineral rock glows because of ""Tenebrescence"", it's the ability of minerals to change colour when exposed to light."
72
930
109
5,191
Now that I know that ints do not interpolate in fragment shaders, using fixed arrays suddenly makes a lot of sense. You can store the indexes in the vertex and it won't change to in-between values in your fragment.
1
4
Every day I see this next to the elevator and I feel the need to fix that mesh smoothing groups... #GameDev
4
And here is a quick overview of some of the enhancements we have developed for our custom version of @UnrealEngine to push what is possible on Oculus Quest more than ever before. youtu.be/DiCltmN3nQk
3
11
10
50
You asked and we delivered: Red Matter is coming to Oculus Quest on August 15th. youtu.be/QXBsxhtYC7w @OculusGaming @oculus #OculusQuest
9
35
9
102