Felix Westin (@FewesW) header
Felix Westin (@FewesW) profile picture

Game developer @pugstormgames. Also working on my air combat game UHawk now and then.

Sweden
Joined April 2012
Photo by Felix Westin (@FewesW)Photo by Felix Westin (@FewesW)Photo by Felix Westin (@FewesW)Photo by Felix Westin (@FewesW)Photo by Felix Westin (@FewesW)Photo by Felix Westin (@FewesW)Photo by Felix Westin (@FewesW)Photo by Felix Westin (@FewesW)Photo by Felix Westin (@FewesW)Photo by Felix Westin (@FewesW)
Uploaded a minimal (single cginc) atmospheric scattering implementation for Unity to use as a reference for other projects, maybe someone else will find it handy as well: github.com/Fewes/MinimalAtmo…
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I uploaded a Unity package containing a capsule occlusion implementation, useful for rendering character occlusion in situations where SSAO is not viable. Check it out at: github.com/Fewes/CapsuleOccl…
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I uploaded a video of a silly decal system I made a while ago: youtube.com/watch?v=tOUiVymP…
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Fell down a bit of a rabbit hole recently working on rain effects
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Toying with a bit of GPU-based hydraulic erosion, quite satisfying to watch it run! (top left to bottom right: height, water, avg flow, hardness)
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I uploaded a small AssetPostProcessor for Unity that bakes AO/curvature data to vertex color channels (it auto-updates if you change the FBX file), mainly intended for mid-poly and procedural workflows. Check it out here if you are interested: github.com/Fewes/VertexColor…
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Felix Westin retweeted
Replying to @FewesW @chena_cpp
I made some tiny modifications, I used the power of 4(or 2 or any value bigger than 1) of the estimated density to multiply the cloud alpha, and the result is much better, I can also set higher blend factor for better covering the scene behind in this. way.
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Six months ago I joined the awesome team at 10 Chambers, and since then we've been working hard to deliver some crazy stuff in GTFO 1.0. If you have an interest in shooters, co-op or atmospheric horror games I very much hope you consider giving it a try!
We are happy to finally leave early access & have our official release of GTFO, premiered in TGA #TheGameAwards! Huge thank you the devs, the community, and everyone who has been supporting us up until now. Watch the trailer >> gtfo.gl/3IExKh5 #GTFOtheGame #MadeinUnity
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If you were playing a flight game that used real time to drive the in-game time of day, what would you prefer? 🤔
19%1:1 time (24h cycles)
58%Fast time (2h cycles etc)
3%1:1 time, shorter nights
20%Fast time, shorter nights
247 votes • Final results
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Experimenting with Substance Designer to author generic, tiling satellite-like textures to use for terrains. Initial results are decent IMO, now it's time for a deep-dive to create a setup that allows for more types + output data to drive instance placement like trees/buildings
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Many engine/package downgrades and project reimports later, new cloud system is finally implemented and running at acceptable FPS. Still got some shadow map jitter to fix but happy with initial result. Great spatial/temporal stability and zero noise. youtu.be/b96V-l_dZmA
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So HDR is broken on URP+VR in Unity 2019 LTS. Someone submitted a bug report and the reply was "Doesn't happen in 2020.2, can you just use that?", then after fix is found it's "doubtful a backport will be accepted". WTF does LTS mean then? It wasn't broken last year, why is LTS?
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Testing a generalized GPU (compute) particle system with much improved perf for tons of particles (like missile trails). Is there an interest for such a component anymore, or has everyone moved onto VFX graph?🤔 Particles made in amazing EmberGen by @JangaFX in about 1h
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Not aiming for feature parity with the built-in Shuriken system, but trying to include all features I regularly use, plus some extra goodies I've always wanted like sub-emitter transforms and customized emission direction.
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Finally wrapped my head around multiple scattering (using @SebHillaire's method described here: sebh.github.io/publications/…) It makes a huge difference to atmosphere setups with high Mie density, preventing the unappealing dark look where single scattering is fully shadowed.
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Testing a bit of localized water simulation. It's not super applicable to a flight game but it was easy to implement since I had a GPU wave sim set up already for the tiling waves. Made it so it can be debugged in the scene view with the mouse (even if the game isn't running!)
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Felix Westin retweeted
This incredible application of our structured volume sampling technique is driving a bunch of interest in our work ♥️ so I updated the documentation and fleshed out the code comments on our reference implementation here: github.com/huwb/volsample
Having a somewhat accurate ambient occlusion term (Beer Shadow Map from straight above) really makes for cozy cloud interiors ☁️🌥️☁️
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... it is #webGL / #pex / @nodes_io again. The dream? Physically based sky model with atmospheric perspective. @FewesW open sourced his implementation of sky shaders from Unreal Engine as Unity project and I managed to port it back to WebGL/GLSL. xitter.gq/FewesW/status/13646423…
Uploaded a minimal (single cginc) atmospheric scattering implementation for Unity to use as a reference for other projects, maybe someone else will find it handy as well: github.com/Fewes/MinimalAtmo…
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Now this is what I'm talking about (turn sound on)!
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Having a somewhat accurate ambient occlusion term (Beer Shadow Map from straight above) really makes for cozy cloud interiors ☁️🌥️☁️
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