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
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
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
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
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
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
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
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
Stylized grass tests in #GodotEngine
- Terrain driven by a 1k texture via shader (no displacement).
- Grass made procedurally in #godot#gamedev#indiedev
Fence rails randomization and async terrain height adaptation in #godot
Dedicated prefabs, fence updates and new height painting tool.
#gamedev#GodotEngine#indiedev#game
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
[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
[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