@ElDavidVillei
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Technical Artist @RobotoGames . Cofounded @Fuimos_Nosotros . Tech Art @DavilleTechArt https://nitter.cf/t.co/rI6bdvLuRT
Mexico
Joined February 2010
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David Ville retweeted
I built a Photoshop-like image editor. It’s called Compositor.
robbietilton.com/compositor
I originally built it for myself to get off my Adobe subscription, but decided to release it for free and make it open source. It has all the essential tools I need for compositing, with none of the BS.
I know this workflow is kind of archaic in 2026, but I’m still using it until AI can actually get pixel-perfect on some of the details.
The entire app is 12MB. Photoshop is 6,455MB on my machine.
David Ville retweeted
今作ってるBlenderのゲーミングUIのアドオンの進捗
レーザーと花火、あとマウスカーソルのエフェクトを追加した
音と連動するから部屋を暗くしてBlender操作すれば飛べるぞ
David Ville retweeted
Blenderで開発中の雨を拭きながら作業できるアドオン
ビューポートが雨に濡れて見えづらくなるので
マウスで水滴を拭きながら視界確保する必要がある
実際の天気とも連動可能!欲しい?
David Ville retweeted
Thank you all for the kind words under the demo I posted :D
The demo is now officially public and open source for you to play with, modify and build on top of. Feel free to tag me if you make something cool with it :)
Also thank you @iwoplaza for participating in my silly video haha
You can run it like any other TypeGPU example here:
typegpu.com/examples/#exampl…
The source code lives in the TypeGPU monorepo:
github.com/software-mansion/…
The repacked weights used by the example live here:
huggingface.co/reczkok/depth…
David Ville retweeted
Depth-aware light injection in TypeGPU
I got a 448x448 monocular depth model down to ~8 ms on my M4 Pro across ~250 dispatches, which is fast enough to use in realtime :D
Since the inference is written directly in TypeGPU, I can just feed the depth buffer straight into the lighting pass. It never has to leave the GPU or go through any extra synchronization/interop step
Inference, lighting and draw all go through the same command encoder.
David Ville retweeted
One of the best explanations on shaders by @DanHollick
makingsoftware.com/chapters/…
David Ville retweeted
Finally finished a complete implementation of Gaussian Splats that behave like a 3D mesh in @unity. They can cast and receive shadows. Receive or cast lighting. Integrate completely with any mesh in scene. They can even be raytraced. Cast reflections. Use Ambient occlusion. They even support complex shader effects by using #Amplify @AmplifyCreates shaders.
They will be integrated into my new #DeckardRender Studio. They can be enhanced with Deckard Render for photorealistic look offline renderings. Or used with depth aware image effects like DOF when using DLSS.
The approach is similar to Stockhasting gaussian splats approach. Tailored for Unity.
@GaussianSplat @unitygames
David Ville retweeted
We're building a powerful next-generation rendering asset for #Unity3d Still lot's to cover but it's improving daily, more soon. 🫡
All Rays, no Rasterization☀️
#ScreenshotSaturday @Unity3d
David Ville retweeted
Our feature artist/reference for today is this INDISPENSABLE page of SKIN TONES, created by
@Spudfuzzart and @lizalotdraws! Possibly the MOST USEFUL THING I've EVER SEEN!!! #gamedev #characterdesign #digitalpainting #painting #colours #animationdev #SKINTONE #ART #procreate
David Ville retweeted
finally a planner that thinks in time, not lists..
your day curls around the clock face
David Ville retweeted
Unity is bringing dedicated Engine support to Netflix Games, making it easier for developers to build and deliver games across Netflix's multi-platform ecosystem on mobile and TV.
Dedicated support includes optimizations for @netflixgames_'s cloud gaming offering, helping studios build once and ship across platforms while giving members a faster path from browse to play.
David Ville retweeted
ITS TIME! Stormforge is entering its first ever Public Playtest! If you'd like to give the game a try, be sure to check us out on Steam 😄
David Ville retweeted
🚨 ULTIMA HORA: China acaba de presentar una pizarra con IA para las aulas.
Vas a poder transformar un cubo en un modelo 3D interactivo con sus ángulos y áreas y encima te explica cada paso.
Todo en directo, en plena feria mundial de IA de Shanghái.
David Ville retweeted
THE ENGINE DIRECTOR BEHIND AAA CONSOLE GAMES WALKED ON STAGE AT A C++ CONFERENCE AND TOLD A ROOM OF EXPERTS THAT THE CLEAN, OBJECT ORIENTED CODE THEY ARE PROUD OF IS A LIE AND IT QUIETLY THROWS AWAY 90% OF THE MACHINE THEY PAID FOR
85 minutes from Mike Acton -- engine director at Insomniac Games, where wasting cycles is not an abstract debate, it is the difference between a game that ships and one that dies.
-> His first principle is blunt: the only purpose of any program is to transform data. Not to model the world in pretty classes. Move data, fast.
06:33 -- The lie he calls out: "Software is the platform". No. The hardware is the platform. Ignore it and you cannot even reason about the cost of your own code.
Most devs never look at what the CPU actually does. They stack abstractions until the machine spends its life waiting on memory it should never have touched.
49:38 -- He prints a value, zips it, and measures the waste directly. A brutal little trick that exposes how much of your data is pure noise.
And this is the AI era's blind spot too. Agents generate more abstract code faster, on hardware nobody profiles, while the GPU bill quietly explodes.
You thought clean code was the goal. This is the man shipping real engines saying the machine is the goal, and clean code is often how you lose it.
Bookmark it & you'll never look at your own abstractions the same ↓
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SOMEONE PAID 11,250 TELEGRAM STARS JUST TO DM PAVEL DUROV AND CHALLENGE HIM TO AN AURA BATTLE
They didn't pay to say Hi, they paid to MOG him.
This is Six Seven Club -- @sixsevenapp, a Telegram mini-app where your own account is the weapon:
> Every Telegram has an aura score -- account age, gifts, rare usernames, numbers.
> You challenge anyone straight in their DMs, from Durov to Snoop Dogg.
> Higher aura wins the MOG, and you earn.
People are burning real Stars just to fight the founder of Telegram inside his own app.
Save this and Try.