Joined February 2010
126 Photos and videos
David Ville retweeted
🥏 #Unity3d Summer Sale! 🏐 From retro postfx to fur🐺, #AmplifyShaderEditor has got your back! See them in action: assetstore.unity.com/lists/l… ASE 50% OFF: assetstore.unity.com/package…
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David Ville retweeted
QとWとOとPのキーのみで選手を走らせるゲームのコスプレ、再現度が高すぎる
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Backrooms espejo luz Sentido de la dimensión presuntuoso La maleta más auténtica #backrooms
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David Ville retweeted
what surfing a wave looks like behind the scenes #screenshotsaturday #gamedev
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Feels slow at times, but I’ve certainly made some progress on my relaxing building game 🌳🏡Island Architect🏡🌳! #screenshotsaturday
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David Ville retweeted
Check out this tree shader by Sqrek, going through the seasons by changing leaf colors and growth directly in the material. 🍂 See more: reddit.com/r/Unity3D/comment… #unity3d #realtimevfx #gamedev
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David Ville retweeted
Unity MCP Bridge now also build with UI Toolkit (WIP!) Is Unity becoming less of a game engine 😅, and more of a real-time interface?. Not just Shader Graph. Not just VFX Graph. Now😅 we can also drive Unity UI Toolkit through MCP and generate: - Mobile app UI / VR - Interactive game menus - Editor-mode UI previews - Worldspace UI for VR - UXML hierarchy - USS styling - AI Generated icons/textures - C# button logic - UI Builder visual build-up #Unity3D #MCP #UIToolkit #AI #VR #XR #GameDev #SpatialComputing #madewithunity
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David Ville retweeted
Motion blur in movies and games should be computed in the frame of the (expected) viewer's gaze, not the camera frame. Typically, when the viewer's gaze is expected to follow an object (here, a ball). Check in this #shadertoy (click to switch): shadertoy.com/view/NcjSzc
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David Ville retweeted
Hollow Knight. Wood carving, pyrography
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David Ville retweeted
✨🇨🇳A Chinese self-media blogger made a wooden stabilizer by hand, mounted a smartphone on it, and demonstrated its stabilization effect. That's so cool!
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David Ville retweeted
More "counting things in Unity" troubles. Looking at a project, it spends *tons* of time on decal projector rendering in HDRP. Must be a lot of decal projectors then! -- But no, there are only 142 of them. So it's time to tell the story about "dark gameobjects".
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David Ville retweeted
The GTA VI mapping community deserves serious respect. Using only trailer footage, screenshots, lighting analysis, road alignments, and environmental details, they’ve managed to reconstruct huge parts of the world with incredible accuracy. This level of dedication is unreal.
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David Ville retweeted
i was surprised to find how convincing it is to mix a parallax occlusion tiling texture with modelled edge pieces
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David Ville retweeted
A Rainy Day in Raccoon City - Resident Evil 3 (AI Remake Concept) Take a walk through the streets of Raccoon City on a rainy day. Enjoy twice as many brand new AI-remade backgrounds, plus all the previous backgrounds upscaled! youtube.com/@fdsorbit
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鹿児島の海。透明すぎて数十メートル先まで見えるの異常だわ。
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David Ville retweeted
Just found an old 1998 E3 interview showing an early, never released build of Prey, and my mind is completely blown. They were showcasing seamless, real-time portal tech a full NINE YEARS before Portal came out. Looks like straight-up witchcraft.
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David Ville retweeted
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David Ville retweeted
This indie dev is making a hide-and-seek game where you literally paint your own body to blend into the environment - Your artistic skills are key to survival - Pose to blend in - Up to 10 players in public or private matches Would you play this? It's called MECCHA CHAMELEON.
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David Ville retweeted
Octahedral impostors (WebGL) Single quad, 1024x1024 texture resolution The intention, of course, is to serve as an LoD and not to be viewed up-close The bake happens in-engine and is fully runtime capable. Bake includes full G-buffer: normals, ORM, albedo, depth Bake parameters: atlas texture resolution - how big is the overall texture, here it's 1024 grid resolution - how many individual projection views we bake, here it's 16x16 bake mode - full octahedral or hemioctahedral. Hemioct is missing the bottom projection views, but gives you about 2x resolution elsewhere engine is meep: npmjs.com/package/@woosh/mee…
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David Ville retweeted
.@berkgedik made a free Blender light texture pack, featuring 20 textured light setups for adding extra detail and variation to scenes. 💡 See the details: reddit.com/r/blender/comment… #b3d
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