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@pimaker.at
they/them — I (sometimes) write (good) code @VRChat — https://pimaker.at 🇦🇹
436 followers421 following185 posts
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Let's talk about AI in VRChat. Be sure to fill out the Google form at the bottom of the article. ask.vrchat.com/t/regarding-...
I am releasing Calcium, a new VR playspace calibrator! It allows you to use Basestation devices with SLAM headsets like a Quest or Steam Frame. The main goal is to be automatic, with the drawback that it *requires* a tracker rigidly mounted to your headset. Download: github.com/pimaker/calc...
I am releasing Calcium, a new VR playspace calibrator! It allows you to use Basestation devices with SLAM headsets like a Quest or Steam Frame. The main goal is to be automatic, with the drawback that it *requires* a tracker rigidly mounted to your headset. Download: github.com/pimaker/calc...
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I will be exhibiting spreadsheets. That's not a joke. Come see my booth next weekend!
Next weekend it's time for TummyCon! What is TummyCon? It's a small event where you can create a booth because it's fun. So pop by and see what people have been cooking up! On the Saturday we also have a small music event that you can find through the group or vrc.tl. vrchat.com/home/group/g...
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Next weekend it's time for TummyCon! What is TummyCon? It's a small event where you can create a booth because it's fun. So pop by and see what people have been cooking up! On the Saturday we also have a small music event that you can find through the group or vrc.tl. vrchat.com/home/group/g...
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Recreating @spoogyoogie.com's amazing commission of me and @carles2029.bsky.social in VRChat to go full circle...
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I'm making you look at my enby critter and you cannot decline. Commission by @cassicecropia.bsky.social, turned out so well! 💛🤍💜🖤
First patch, LTCGI 1.7.1, out now. Fixes avatar projects and some edge-cases with LVs. You can now also check out the demo world here: vrchat.com/home/world/w...!
I've finally released LTCGI 1.7.0, integrating @sim.red 's VRC Light Volumes! I have also decided to record video patchnotes: www.youtube.com/watch?v=ylRA.... I'm not @strasz.bsky.social , but it's fun to try. Download and docs on ltcgi.dev as usual.
Should you use this vs. VRCLV's new native Area Lights? Depends. LTCGI still gives you specular and higher-quality baked light on static objects, but only per-voxel on avatars (native is per-pixel there). It works with your existing setup though, plug-and-play. More on ltcgi.dev/Advanced/VRC....
Ok bluesky, you weren't supposed to actually direct people to the ... link. That's not how that works. Full link, if it's willing? ltcgi.dev/Advanced/VRC...
I've finally released LTCGI 1.7.0, integrating @sim.red 's VRC Light Volumes! I have also decided to record video patchnotes: www.youtube.com/watch?v=ylRA.... I'm not @strasz.bsky.social , but it's fun to try. Download and docs on ltcgi.dev as usual.
Should you use this vs. VRCLV's new native Area Lights? Depends. LTCGI still gives you specular and higher-quality baked light on static objects, but only per-voxel on avatars (native is per-pixel there). It works with your existing setup though, plug-and-play. More on ltcgi.dev/Advanced/VRC....
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So over the past couple weeks I've been working on a module that sits on top of @sim.red's VRC Light Volumes package. It uses the AtlasPostProcessors system to read a pre-baked flipbook, so you can get animated, multicolour, multidirectional baked lighting with VRC LV. #VRChat
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Quote-posting to add the inevitable "yes I know there's nuance", but honestly the take in this thread is a very true baseline that I wish more people would understand...
Just saw a solo dev’s youtube video where they explain how they’re breaking away from the norms of the AAA sphere and standing out from the crowd by “giving their players a voice in development”, letting youtube commenters directly influence the game they’re making and all I can is lol, lmao
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@switchangel.bsky.social shouting us out at a creative tech conference in Toronto. everyone was so hyped. you should all be really proud :33
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(🧵 1/6) Recently I've been working on an HLSL interpreter, which can execute shader code entirely on the CPU github.com/pema99/HLSLI... I used it to make a cute little interactive debugger demo. You can try it yourself at pema.dev/hlsl/
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