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Posts by Ming-Lun "Allen" Chou

GitHub - TheAllenChou/lsp-mcp Contribute to TheAllenChou/lsp-mcp development by creating an account on GitHub.

lsp-mcp: A simple VS Code extension that exposes language server features as MCP tools. It hooks into whatever language servers VS Code already has running.
github.com/TheAllenChou...

1 week ago 0 0 0 0
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When your kid goes to bed next to you with a Bulborb/Chappy and you wake up the next morning. #Pikmin

3 months ago 6 0 0 0
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Greeted by (´ᴥ`)

4 months ago 3 0 0 0

I had to force myself not to.

5 months ago 1 0 0 0
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Croffle.

5 months ago 4 0 1 0
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Big Bro #NineSols

7 months ago 6 0 0 0
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New desk friends.

8 months ago 11 0 0 0

If this is done using SIMD instructions then there isn’t an extra cost for the fourth component divided by 2 (if that’s what you were referring to by optimizing out).

9 months ago 2 0 0 0
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When you spot a typo…

9 months ago 5 0 0 0

And IMO angles in degrees and radians should technically be stored in different types because they are different units. But we didn't start out with such rigorous type structures so now we are left with people accidentally mixing degrees with radians.

9 months ago 3 0 1 0

You mean packing Euler angles in Vector3? IMO people are only doing it because Vector3 happens to hold 3 floats, the same way people use Vector3 to represent 3D points. They are a parameterization of orientation and technically should be a different type.

9 months ago 7 0 1 0

Right. This is indeed an annoyance. For my use cases at least (mid point, weighted average, lerp, etc.), I created helper functions that bypass usage of origin.

9 months ago 2 0 2 0
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Alright. In my next project I'm going to have separate point & vector types, as they should be. We have this at work in our C++ engine and I can't go back. This guards against things like accidentally adding together two Vector3's that represent points. #GameDev #MadeWithUnity

9 months ago 30 4 4 0
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From the NatureIsFuckingLit community on Reddit: 🔥night call of the Kiwi bird Explore this post and more from the NatureIsFuckingLit community

BTW this video was what prompted this search.
www.reddit.com/r/NatureIsFu...

9 months ago 1 0 0 0
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Interesting choice of image, AI.

9 months ago 9 0 2 0
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They didn’t say adults couldn’t join a kids’ Easter bunny coloring activity at the park 🐰

1 year ago 2 0 0 0
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Just a few sphere brushes oscillating in sine waves.

1 year ago 1 0 0 0

TIL the acronym FUI. Thanks and this is beautiful.

1 year ago 2 0 1 0
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Inverting normals can come in handy for shaping interior spaces more intuitively. #MudBun #GameDev #MadeWithUnity #VFX

1 year ago 39 5 0 1
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GPU-based auto-smoothing was fun to implement. Adjacency is constructed by spatially hashing & adding coinciding verts to a shared list. Then each vert's normal is updated to be a weighted avg. of similar normals of verts in the same list. #MudBun #GameDev #MadeWithUnity #VFX

1 year ago 21 3 0 0
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Ray-marched surface, take 2. Not sure why it's so much brighter than regular meshing. Even dual contouring can't beat this because it's the ground truth. Voxel density affects the proxy mesh complexity but doesn't change the visuals. #MudBun #MadeWithUnity #GameDev #VFX

1 year ago 16 5 0 0
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Take 1 was in 2021, and this time I have some ideas to make it more performant.

1 year ago 5 0 0 0
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Ray-marched surface, take 2. Not sure why it's so much brighter than regular meshing. Even dual contouring can't beat this because it's the ground truth. Voxel density affects the proxy mesh complexity but doesn't change the visuals. #MudBun #MadeWithUnity #GameDev #VFX

1 year ago 16 5 0 0
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Another one. Blending between surface nets or dual contouring and intermediate dual quads never gets old. The mesh is constructed & animated by sampling triangle noise with scrolling spherical coordinates. #MudBun #GameDev #MadeWithUnity #VFX

1 year ago 19 1 1 0
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Another demo of blending between surface nets and intermediate dual quads. #MudBun #GameDev #MadeWithUnity #VFX

1 year ago 17 1 0 1
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Quick & easy way to get dithered transparency to look more convincing on overlapping transparent objects: throw unique object hash/ID into the mix for noise seed. #GameDev #MadeWithUnity

1 year ago 18 1 0 0
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Transparency blend & splat size blend. #MudBun #GameDev #MadeWithUnity #VFX

1 year ago 41 4 0 0

I mean if you squint you can kind of see the axes pointing away from you…making this right-handed.

1 year ago 2 0 1 0
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Sometimes it's desired to jitter splat orientation. With high-frequency noise though, the normals might appear to be too noisy. A blend back to the original normals can help, in the same vein as normal transfer techniques for foliage in games. #MudBun #GameDev #MadeWithUnity #VFX

1 year ago 18 2 0 0

This is such a cute idea!

1 year ago 1 0 0 0