Solo dev. Working on game in custom engine 🌱

Sky/volumetric clouds tests 🌠 #game #gamedev #indiedev
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LOD screen-space dithered cross-fades for my Vulkan engine. Looks extremely seamless (no pops) even on curved surfaces based on test meshes. In addition, props now have auto LODs + per-meshlet frustum culling. #gamedev #indiedev
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SAO (scalable ambient obscurance) + crispier shadows in my #vulkan engine - fixed O(res) cost, zero object count overhead - ~0.2ms at 1080p - no TAA dependency - stable, noise free - zero temporal ghosting or smear @ThreatInteract ty for videos💛 #gamedev #indiedev #graphics
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Updates to engine: 1. Mega buffer✅ 2. DDS processing. Intel Sponza 4k textures: 5.5GB -> 2.3 GB VRAM (40 textures = 1 draw call) ✅ 4. GLTF processing and partly PBR support ✅ 5. WIP of directional shadow pass. #gamedev #indiedev
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Not fancy a update to my custom #vulkan engine: out-of-process standalone crash reporter. Pure custom, cross-platform canvas with zero native OS widgets. - CrashCatch - Clay - SDL3 2D renderer (Valve) - truetype - more (part of image blurred on purpose) #gamedev #indiedev
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I migrating from #godot to custom C++ #vulkan engine. Because of: - multimesh instance culling - started to fight with engine Now: 1. mesh rendering pipeline (GPU culling) 2. super basic lighting 3. day-night cycle 4. procedural weather 5. bunch more #indiedev #gamedev
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and 1 draw call for whole grass field instead of ~200 (depending of number of chunks).
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Based on my previous post #godot UI. If you want to get better understanding how it's made, I answered a few questions on #GodotEngine subreddit. Post: reddit.com/r/godot/s/UxAyBpk… #gamedev #indiedev
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Having fun exploring #godot UI. #gamedev #indiedev
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Custom shader bokeh with auto focus in #godot - based on depth pass - auto focus follows cursor position Cost of shader is ~0.3ms (based on RenderDoc) with currently set blur samples. #gamedev #indiedev #cozygame
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Made update to 3D mesh grass in #godot🌾 Some of updates: - Wind driven by noise texture - More seamless connection with terrain (color wise) #GodotEngine #gamedev #indiedev
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Finally after few weeks managed to run #godot SDF renderer via compute shader completely bypassing default render pipeline. Will see how it goes... @miketuritzin thank you for your SDF engine YT video. Dino by genius @iquilezles #gamedev
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A lil fella for upcoming wildlife update🦋 1. Modeled in #MagicaCSG 2. Processed in #houdini to be animation ready via shader Vertex colors used to tell shader which parts animated and not. Black = not animated. R,G = animated. #gamedev #indiedev #cute
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Stylized grass tests in #GodotEngine - Terrain driven by a 1k texture via shader (no displacement). - Grass made procedurally in #godot #gamedev #indiedev
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Fence rails randomization and async terrain height adaptation in #godot Dedicated prefabs, fence updates and new height painting tool. #gamedev #GodotEngine #indiedev #game
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Idea prototype (true voxels) in #godot in C# Testing if i like results or not. Result is a true #voxels using naive meshing with hidden face culling. Some of a tests are a almost 1:1 port of #magicavoxel shaders. #gamedev #game #indiedev
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[R&D] Randomized flowers with animation made in #godot - each flower stem is randomized (bend angle, height, number of stems (1, 2 or 3). - petals being placed dynamically on stem with approximated bounding sphere to prevent clipping. #gamedev #indiedev #game
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Flowers animation with random colors driven by vertex data + fake tilt shift blur made in #godot #gamedev #game #indiedev
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[R&D] Procedural fence drawing on varying elevation at runtime in #godot Still a prototype as figuring out if such feature will be useful for a game. #game #gamedev #indiedev
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