Harry 💬
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halisavakis.com
Harry 💬
@halisavakis.com
He/Him - Tech Artist @Okomotive
(my posts are mine tho)
Prev. Tech art @ Jumpship

🚫 Anti-AI/NFT 🚫

Gamedev, Shader and VFX Journeyman; making things pretty with code ✨

🎨: cara.app/harryalisavakis
🔗: halisavakis.carrd.co
🌐 : halisavakis.com
.. other than for a single frame before the mesh extrusion

Now I do the mesh extrusion by hand so it's much cleaner, faster and flexible (I'm already doing stuff that I couldn't with the splines API)
January 13, 2026 at 3:26 PM
I was already using a list of the points (the one visualized with the gizmos on the first post) which I then converted to multiple splines with Unity's system and used the built-in spline extrude API to generate the mesh

This was hella slow and redundant as I wasn't using the splines for anything..
January 13, 2026 at 3:26 PM
It's *unnecessarily* fun
I was kinda thinking of how could it'd be to have something like geometry nodes in unity, but just writing the code is awesome too
January 11, 2026 at 7:39 PM
And brute-forcing the mesh generation is awesome, shader-wise because that way
January 11, 2026 at 5:27 PM
Thanks Luke! I'm not too happy about the implementation just yet, so when I make it good I'll probably share more :P
January 11, 2026 at 3:22 PM
Thanks! ✨
January 9, 2026 at 2:32 PM
That was already said when he knowingly joined BasedCon as a speaker
January 8, 2026 at 4:54 PM
Different link to avoid the hellsite:
A Reddit User Has Created a Procedural Ivy Generator
And shared a tutorial on how it was made.
80.lv
January 7, 2026 at 6:32 PM
The larger part is pretty much explained by Tommaso's tweet here:

x.com/TommasoRoman...

I was a bit intimidated by this at first, but it's all just a bunch of raycasts and branching and being careful not to overflow your stack 🙃
x.com
January 7, 2026 at 6:31 PM
Thanks! I guess the idea would be to convert it into a mesh (shown on next post) and scatter points on that to generate quads for the leaves. This is all an offline process, so I don't care for the performance of the process 😅
January 7, 2026 at 6:27 PM
Damn, the splines package is really cool for this sort of thing, it was super easy to extrude a nice mesh out of this mess 👀

Given how fun this already is, I'm like, 50% done on a silly string thrower simulator
January 7, 2026 at 6:26 PM
Yup, this is in a transparent lit shader made with shader graph; it's true there's no final color, so the blending is a bit hacky (turning albedo black, smoothness and AO to 0 and lerping emission to fog color)
January 5, 2026 at 9:22 AM
Thanks! No nothing like that, I just compose the fog before rendering transparent objects and I'm just sampling the fog separately on the transparent shader to apply it 😅
January 4, 2026 at 3:52 PM
Aww thanks Fede, I'm really happy to hear you're having fun with it! :D
December 29, 2025 at 12:57 PM