New video just dropped: Why Your Game Physics Needs Deterministic Atomic Buffers. If you're building game engines or leveling up your GPU workflow, this one is for you.
👀👉 youtu.be/g7cR3Nze5Es
#Vulkan #GameDev #GraphicsProgramming #Rendering #GPU #EngineDev #TechVideo #gpu #programming
New video just dropped: Advanced Lighting and Shadows with Vulkan. If you're building game engines or leveling up your GPU workflow, this one is for you.
👀👉 youtu.be/M8iRAjoteDc
#Vulkan #GameDev #GraphicsProgramming #Rendering #GPU #EngineDev #TechVideo #gpu #programming
DuskEngine can now use spritesheets & cycle through them. My first use case is for animated light halos (7 frames running at 10 fps here), which used to be done via scripting (changing the scale of the transform), but now all that overhead has been removed #gamedev #indiedev #enginedev #duskengine
Would it be a very bad idea to use oklch during both authoring and rendering? Only having the last postprocess step convert it to sRGB?
Also: Yesterday I implemented postprocessing into my engine.
#enginedev #gamedev #indiedev
New video just dropped: Advanced Vulkan Rendering of Frame Graphs & Memory Management. If you're building game engines or leveling up your GPU workflow, this one is for you.
👀👉 youtu.be/TUh5E04m3z0
#Vulkan #GameDev #GraphicsProgramming #Rendering #GPU #EngineDev #TechVideo #gpu #programming
A debug render of a terrain with what looks like white ground fading into black. This grey shade is actually a debug visual representation of the amount of offset to apply to the palette used to render each triangle. The palette is 256 x 32 and has copies of each 256 block with increasing amounts of fog applied.
Terrain optimisation today 🥳
I changed the way I passed the palette info into the shader (second vertex colour instead of a shader constant) and reduced the draw calls from 20-30 to just 1. Entirely pointless on 202X hardware, but it felt satisfying all the same. #gamedev #enginedev
New #DuskEngine devlog posted, this one's richer than usual in implementation details: duskworks.net/blog/duskeng... #gamedev #indiedev #enginedev
As I’m closing in on milestone_6 of #helios, I’m adding high scores and player lives as components and systems in my #ecs #gameengine - come join me!
twitch.tv/garagecraft_...
#twitch #streamer #gamedev #enginedev #indiegames #indiedev
#helios now supports #GameState management and menu rendering. Next up: Implementing menu commands!
#gamedev #enginedev #indiedev #indiegames
ECS refactor drop in #helios 🔧
Value-type GameObject handles, tag-based filtering, centralized component registration, plus new unit tests.
#gamedev #cpp #ecs #indiedev #gameengine #indiegames #enginedev
Progress Update: February 1st, 2026 January was a bit slow on the programming front, I tied up the few loose ends regarding sound work in the engine and put active development on the back burner a bit to focus on my art and sound skills. I hope to continue this approach for a few more weeks at least, and then begin work on the soundboard.
Just posted a monthly progress update on my website:
#enginedev #indiedev #gamedev
New devlog for DuskEngine posted! Not a long one, as the past two months have been pretty slow. duskworks.net/blog/duskeng... #gamedev #indiedev #enginedev #duskengine
If someone had told me a while ago that I’d be here - building collision detection and spawn systems in my own engine (that should have been a framework) - I probably wouldn’t have believed them. Really happy with how far this has come.
#gamedev #indiedev #indiegames #enginedev
Shadow maps with multiple light sources in a deferred renderer using DirectX 11.
Looking for other people interested in programming/C++/graphics
#gamedev #graphics #programming #enginedev #C++
🌟 Spotlight: @garagecraft.games
back to #helios. tackling collision system and despawn logic.
laying groundwork for everything that comes next 🎮
#enginedev #cpp #gamedev #indiegames #twitch...
👉 bsky.app/profile/garagecraft.game...
#IndieSpotlight
back to #helios. tackling collision system and despawn logic.
laying groundwork for everything that comes next 🎮
#enginedev #cpp #gamedev #indiedev #indiegames #twitch #streamer
www.twitch.tv/garagecraft_...
Level caps are now 99! Will most definitely need balancing, but came at a long awaited refactor to the card game engine that will greatly expand game design space
#gamedev #enginedev #indiedev #indiegame #reburn
Progress Update: January 1st, 2026 I'm now mostly done with menu and mint sound settings and sound work in general, but there's still some testing and polish left to be done. I hope to get that work out of the way during January, and if possible begin work on a soundboard program.
Just posted a monthly progress update on my website:
#enginedev #indiedev #gamedev
This end of year recap comes with an update of the engine: Ceramic 2.1, and it’s new cross-platform shader language.
github.com/ceramic-engi...
#enginedev #gamedev #indiedev #opensource #haxe
Screenshot of anisotropic metal material example
Screenshot of absorption-transmission material example
Screenshot of mirror-reflective material example
Screenshot of alpha-masked material example
Just released v0.6 of TinyFFR (my .NET realtime 3D lib), now featuring support for much more material types!
Support for Linux, MacOS, Windows; and integrated with WPF, Avalonia, and WinForms.
tinyffr.dev | github.com/Egodystonic/...
#csharp #dotnet #gamedev #enginedev #graphicsdev
Another year has passed. Let's take a moment to look back at what happened around my game engine Ceramic and what's coming next 👇
ceramic-engine.com/blog/bye-202...
#gamedev #enginedev #indiedev #haxe #unity #solodev
Stress testing my rendering library with lots of highly-subdivided polygons and way too many shadow-casting lights.
They kind of look like hot air balloons!
#csharp #dotnet #gamedev #enginedev #rendering
Nothing beats the feeling of seeing a custom #engine turn code into living, breathing gameplay.
#helios #gameengine #enginedev #solodev #indiedev #indiegames
I decided to transfer my game from Unreal Engine to my own #vulkan engine and as you can see it's going smoothly :P
#gamedev #indiedev #enginedev #noctuaryrl
I've posted a new devlog entry for my engine, it's mostly about pathfinding but not only! duskworks.net/blog/duskeng... #gamedev #indiedev #enginedev #solodev
While testing the texture UV scaling for my icosphere mesh generator, I accidentally somehow created a sierpinski fractal error 😄
#gamedev #csharp #dotnet #enginedev
Progress Update: December 1st, 2025 Sound work continues. Last month I implemented soundset objects (which contain sound assets), and the Audio API (which allows you to play sounds & control currently playing sounds from Lua), but the last section of the work, menu sound settings, remains under development. This month I hope to finish work on the menu sound settings and finalize the sound work.
Just posted a monthly progress update on my website:
#enginedev #gamedev #indiedev
I got anisotropic metal working in my 3D rendering lib!
Quite tricky as the PBR impl I'm using expects tangent-space vectors but the maps tend to be polar angles.
Will be officially added to v0.6 of tinyffr.dev (+transmissive, emissive, clearcoat).
#csharp #dotnet #gamedev #enginedev
Fun feature I've added to #DuskEngine, if there's a bunch of assets that need re-importing when the editor starts, instead of a black screen there's now a nice dialog showing the progress #gamedev #enginedev #indiedev