15 years game dev experience. current side project is Duke-RT - Duke 3D path tracing https://xitter.cf/t.co/753Y43Qpg9 personal https://xitter.cf/t.co/2dAw9aJM5x

Joined April 2026
another spot that is greatly improved
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another example of Duke-RT with stripped out sector emission hue. a bit subtle, but you can see how the first image is blown out due to the unmotivated color applied to the wall material combined with lava emissiveness. second image has only real physically motivated lighting.
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maybe i'm the only person that's paying this close attention but i want it to look good, dammit!
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here's a good example. first image is how it looks originally with World Tour. second is the prior Duke-RT approach. third is after my latest local updates. much less hot cheeto energy
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Colored map lighting pass! Previously with Duke-RT, I took the lightLevel engine signal used to tune geometry brightness to simulate shadows, and instead linked it to emissive surface intensity for lights in or near that sector. Note sharp highlights in before vs after
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I'm finally sitting down to strip that out, and ATTEMPTING to automate application of light color to emissive surfaces and manual analytic lights. As I try out various intensities and mess with values, some of it is already looking quite promising!
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As usual, it will necessitate another pass through the whole game to ensure the effects apply well across all of the different cases. I'm adding functionality to my light editing systems to support hue tuning. In the meantime, here are some tests I liked!
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working on AMD support for Duke-RT over the last week, but i think a recent AMD driver broke my stuff.... that said, i have things MOSTLY working with AMD, except for some smoke paths btw, i'm testing by SENDING INSTRUMENTED BUILDS to a friend with an AMD GPU (ty @NickArcidy )
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TOP TIER GOOP
Ported Claybook's fluid solver to Petafab. Looks awesome :) 24K particles test: Simulation: 0.13ms Surface generation: 0.05ms Drawing: 0.3ms YouTube link: youtube.com/watch?v=RpXEAMYs…
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im something of a goopalogist myself...
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Bugün yoğun bakımdaki babaannemi ziyarete gittim. Oradayken Claude Opus 5.5 kullanarak hastabaşı monitörüne Doom portladım. Oyundaki can yüzdesini hastanın nabzına senkronize ettim; can 0’a düşerse nabız da sıfıra düşer. Bu da oyunu daha heyecanlı hale getiriyor.
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Duke-RT 0.5.5 has emerged dripping wet with an assortment of brand new fluids including: 1. water 2. slime 3. lava V1 of the fluid work gets my fluid overlay system and basic simulation in. More visual tuning and improvements to come!
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Stable topology output that's continuous with global position lets neighboring fluid sectors seamlessly connect, although areas with differing UV animation effects (like rushing water next to a placid surface) will still have an obvious border.
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I tried to blend in the underlying fluid textures to varying degrees. Still uncertain if I like it... It is pretty cool to still see the original texture in reflections, though.
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