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Carl

@clxs.dev

Senior Programmer @ <Large Game Studio> Opinions and views are my own Also working on "Pax Solaris" (dev title) a 4X Space game inspired by the "X" Series built using my own engine

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18.11.2024
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Latest posts by Carl @clxs.dev

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Spent the last month trying, and failing, to get Spherical Harmonics lighting for massive environments working efficiently. To see it off, here's a collection of bugs along the way

#gamedev #enginedev

30.03.2025 17:21 ๐Ÿ‘ 9 ๐Ÿ” 1 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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08.02.2025 20:29 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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Portal rework time. Rather than being boring flat planes, the gates between systems are now wormhole spheres

#gamedev #indiedev

08.02.2025 20:26 ๐Ÿ‘ 14 ๐Ÿ” 3 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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Pretty happy with this comet particle I've put together

#gamedev #indiedev

27.12.2024 01:14 ๐Ÿ‘ 13 ๐Ÿ” 3 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Yep no one is going to bat an eye with you using =. I had someone confused my {} use when I'd accidentally added it in a `for(int i{0}; i< n; i++)` even

24.12.2024 20:38 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

My workplace typically used = in its style guide. Ton of code which was written long before {} became a thing. For my personal projects I prefer doing {} over =.
No real difference between the two in practice though as the compiler will elide the copy

24.12.2024 20:13 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

This one is about 32k particles, 9us CPU time, 4ms GPU time without depth sorting so it's way under where it needs to be in the end, but good enough for now

21.12.2024 23:41 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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Cooking continues, finally got around to adding colour/size/velocity variation over particle lifetimes. Really happy with how it's turned out.

#gamedev #indiedev #enginedev

21.12.2024 23:39 ๐Ÿ‘ 7 ๐Ÿ” 1 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

My preference is to use paths, but to force changes to the file structure to be done via my editor where I can fix-up references (or leave redirector files)

meddle with the files in Explorer? User error.

11.12.2024 01:10 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

It'd be really handy if there was cross site and persistence caching of the runtime Blazor needs, the .net runtime is huge (500mb+) so what ships with Blazor is a heavily trimmed version generated per build

08.12.2024 12:03 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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Pro tip! Write games, not engines.

...
That said I've been working on adding Debug Draw utils, look at the cool manipulators I can spit out now! Not exactly sold on the API I've come up with yet

#gamedev #indiedev #enginedev

06.12.2024 21:33 ๐Ÿ‘ 9 ๐Ÿ” 1 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

It does look a bit busy but as long as the character and POIs stay easily distinguishable from the background, I kinda like it

01.12.2024 10:29 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Look great!

20.11.2024 22:46 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Cursed, but I love it

19.11.2024 13:23 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

OpenTDD being the obvious choice! I find my Factorio games end up becoming one in the end now, especially with the Space Age expansion.
There's an old MMO called Star Sonata which lets you program bots for ferrying resources/trading too, it was so cool and novel as far as I know

19.11.2024 12:24 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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Spent a week getting this one setup, still a few kinks to work out. Portals allow for seamless level transitions with no loading states. You can even interact through portals to entities in the other "level". (Ignore the placeholder style visual ;) )

#gamedev #indiedev #spacegames #enginedev

19.11.2024 12:21 ๐Ÿ‘ 14 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Sounds like a neat idea. I always loved transport management sims

19.11.2024 12:10 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Hopefully it'll go well! I never liked Twitter much even before it was Musked. The platform community as a whole was part of the problem.

19.11.2024 12:08 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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Early days on Trident Engines new particle editor. Currently caps out around 2m particles in at 16ms. Loads more to improve!

#gamedev #indiedev

19.11.2024 00:04 ๐Ÿ‘ 9 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0