When I first started working my mentor asked me what year I was born and when I told him he just said "I bought my first car that year" 😅
When I first started working my mentor asked me what year I was born and when I told him he just said "I bought my first car that year" 😅
Working on the building system was quite a pain... I swear I'm usually nicer 😇
#gamedev #indie
www.youtube.com/watch?v=mee3...
Bug or emergent gameplay? I haven't decided yet... 😅
#gamedev #indie
I'm glad to see you're continuing work on this! I loved reading your blog and all the insights it has!
How work on fridays feels like
Kobolds seem to have some alternate ideas on how to optimize pathfinding... 😅
#IndieGameDev #gamedev
This page gonna be super useful:
dubiousconst282.github.io/2024/10/03/v...
Made impostors replace the original model at a certain distance. Quite happy that the overall tree canopy look (aka averaged brdf) stays exactly the same, but there's clear popping at the model/impostor boundary, still investigating that.
#indiegames #indiedev #gamedev
That sounds like your typical ACES transform but personally I found Tony McMapface much more pleasurable on the eyes but it takes a bit more work to get working since its a 3d lut
Fixed the last precision issue: computing camera ray using inverse f32 camera matrix was extremely imprecise, so I switched to computing it manually from camera angles. Now everything is as smooth as it gets, the fixed-point transition officially finished!
#screenshotsaturday #indiedev #gamedev
Week 12: I've been busy reworking my rendering to utilize a render graph so I have nothing shiny to show :c
Profile.
Did you know your MacBook has a sensor that knows the exact angle of the screen hinge?
It’s not exposed as a public API, but I figured out a way to read it and make it sound like an old wooden door.
Week 11: I added details to the kobold model and toyed around with procedural texturing... I've never done it before so I'm very happy with the results ☺️
I also added HDR10 support and Changed the tonemap to Tony McMapface.
#screenshotsaturday #indiedev
#indiegames #gamedev
floats start getting janky after >4km values... Epic had a great talk at GPC on how they solved large terrains in UE5
I feel like that's the problem of all the new languages... c++ is so non-transportable you can't even convert it's libs to other languages without a world of pain so you always get something that's lagging behind the c++ lib or the person that rewrote it stopped maintaining it..
Thank you! I'll definitely foster this atmosphere more... I love the idea of fearing the darkness and more importantly what's hiding inside of it...
Week 10 🎉: This week I added shadows! I love how much spookier it makes the game feel. Who knows what lurks out there...👀
#screenshotsaturaday #indiedev #indiegames #gamedev
Week 9: Added legos 🧱... not really but thats how it feels building things with 2x1 blocks 😄... I also added some shiny metals and did lots of boring optimization work... I'm starting to like the look and vibe of the game even when there is so much more I want to do 😌
Wow! This looks so good!
meshoptimizer v0.25 is out! Featuring new simplification function that optimizes positions and attributes for appearance, experimental permissive mode to simplify faceted regions with selective seam preservation, regularization option for improved tessellation quality and deformation, multiple ...
My latest coding adventure is now up on YT -- some experiments with ray-tracing glass and water, and the cool caustics they can cause
youtu.be/wA1KVZ1eOuA?...
Week 8: Let there be💡... Clustered forward shading is in! Should let player have a lot of lights without it destroying the fps too much! I also added two pass occlusion culling which should help with with performance as well
#screenshotssaturday #gamedev
Back in 2021 I released a Vulkan sample that demonstrated adding ray-tracing to a traditional game render pipeline. Since then the code has rotted away and stopped working. So this week I finally resurrected it! Hope it will keep being a learning resource for beginners.
github.com/diharaw/hybr...
Decided to throw a little party for my kobolds! (debugging AO 😂)
I also added MSAA and anisotropic filtering support as I got tired of all the jaggies :)
On the gameplay side I started the ground work for a task assignment system. Currently there is only digging available but this will grow in complexity in the future. Finding a good way to specify dependencies between tasks will be cruical...
Week 6: This week was pretty busy! Say hello to new developer art kobolds! I finally added texture loading and materials. I plan on adding VBAO next week. To help me with debugging all this I also added a simple imgui debug menu. #gamedev #screenshotsaturday
And what do graphics developers get on their scratch tickets? ... Sponza of course!
New blog post! "Measuring acceleration structures", in which we will compare BVH costs on various GPU architectures and drivers and attempt to understand the details enough on AMD hardware to make sense of the numbers!
Reposts appreciated :)
zeux.io/2025/03/31/m...