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Items tagged with: indiedev
OK, distraction project is over, I'm back to the village building game. Notice anything strange? I think my sun shader is subtly off... 😅
#indiedev #indiegames #gamedev
Aaaaalmost finished with the water stuff. Right now debugging why frustum culling, while working perfectly for the terrain chunks, fails for the water chunks...
#indiedev #gamedev #indiegames
I think the new chunk-based water simulation is almost done! Still need to deactivate stale chunks & update the lower LODs, but the base sim works perfectly now, integrated with water bodies created by the world generator.
One 16x16 water chunk takes ~3us to update, so I can update, say, 300 of these in under 1ms, which is pretty great. I was planning to optimize it further with SIMD, but I guess I'll postpone that a bit, it already runs fast enough.
#indiedev #indiegames #gamedev
I'm not 100% sure but there might be a tiny bug somewhere in here... Last time I checked pouring a bucket of water didn't create tsunami 😅
#indiedev #indiegames #gamedev
Sometimes when I'm working on the game it generates some crazy map and I get instantly distracted and just fly around enjoying it
Like look at this huge awesome bay, the entrace split in two by an island 🤩
So I've finished a huge refactoring and everything works exactly as it did before and everything looks completely normal
#indiedev #gamedev #indiegames
I've been refactoring a lot in preparation to more work on the water system, and here's the state I'm at right now 😅
Sooo initially the idea was that stone paths and similar floorings make movement faster. Now I've noticed that moving on them is actually slower.
The thing is, I haven't even started implementing this mechanic yet... 🤣
#indiedev #gamedev #indiegames
Finished refactoring water rendering to use the same chunk-based LOD system as the terrain, with frustum culling and async loading and stuff. No more missing chunks & holes & flickering, everything works smoothly! 🥰
#indiedev #gamedev #indiegames
My dynamic water system is currently somewhat independent of the large-scale water created at world generation, which leads to some fun stuff like creating a layer of water...underneath existing water 😅
#indiedev #gamedev #indiegames
First tests with large-scale water (just rendering, no simulation ofc). Pretty much everything's terrible, a lot of work ahead 😅
#indiedev #gamedev #indiegames
For optimization, I don't want to simulate water in a steady state (e.g. this lake), but a flat water surface is boring. So I made the vertex shader add random periodic offsets based on vertex pos hash and it seems to do the trick 🥰
#indiedev #gamedev #indiegames
Love modern graphics APIs! Need access to neighbouring vertices in the vertex shader? Just replace vertex buffer with a read-only-storage buffer and everything works 😂
#indiedev #gamedev #indiegames
Realized I can use dual-source blending to implement proper absorption for water rendering (needs separate per-channel alpha values, thus dual-source). That's probably an unnecessary complication, but imo it looks much better, so, whatever, we roll
#indiedev #gamedev #indiegames
My water simulation method (virtual pipes) is incredibly stable, but it too suffers from the CFL condition, and behaves really creepy when I increase the simulation dt by a factor of 16 👻
#indiedev #gamedev #indiegames
Chickens now lay eggs! By default they just drop these on the ground, but you can build some nests which they will use instead. The animation needs some tweaking though 😅
#gamedev #indiedev #indiegames
Still not happy with my weather simulation. Hard to balance interesting moment-to-moment behavior vs predictable average climate (important for game design).
Guess I'll put it aside for now and return to it after I make the goddamn devlog, lol
#indiedev #gamedev #indiegames
Accidentally pushed one atmo simulation slider to extreme value and thought it's sorta neat, so here have a result while I finish some more gui.
#Precursor #indiedev #indiegames #screenshotsaturday
When dealing with incoming enemies I will most likely let player to either wait till they arrive to you (so you fight in area you've picked, however risking damaging key point of interest during the fight) or counter attack and meet them in the fields.
I am leaving for vacation in few hours and I wanted to post something before I go, so this is even more WIP than usual. See you all in about a week.
#Precursor #pixelart #indiedev #indiegame
layer image size is infinite thanks to tiles
#opengl #indiedev #gamedev #opensource
This is, of course, wip, but let's see how it goes. Trees near the game plane are going to be destructible. There were multiple ways to approach it, including simple softbody simulation, however, I've decided to stick with the hybrid approach.
Most of the heavy lifting is done by the GPU. On the CPU side, there is a simple spring simulation and, of course, an extremely simple four-vertex body simulation for a short period of time when the tree gets snapped.
#pixelart #indiegame #indiedev
hi everyone i'm creating an open source fast and simple digital painting software
right now i have:
- brush engine similar to popular manga software
- antialiased bucket fill with gap closing
- opengl canvas view
- first bits of intuitive ui/ux
i'm preparing a demo for linux folks, next i will do layer system also similar to popular manga software
repository: https://github.com/mrgaturus/npainter
#art #mastoart #gamedev #indiedev #opensource #linux #foss
GitHub - mrgaturus/npainter: fast and simple digital painting software
fast and simple digital painting software. Contribute to mrgaturus/npainter development by creating an account on GitHub.GitHub
Hi! I'm freeman, a neurodivergent game developer with no income focused on open source and this is the first release of my material library for Material Maker.
They can be used as they are or modify them to create more complex ones!
- Full pack on my ko-fi: https://ko-fi.com/s/d86a6854ff
- Material Maker's Page:
https://www.materialmaker.org/materials?type=material&count=10&license_mask=0&author=872
You can expect more materials and videos about procedural texturing.
Boost are REALLY appreciated.
I recently had the pleasure to work on few backgrounds for the introduction of "Space Trash Scavenger", a little nice base building and exploration #indiedev #indiegame, being released this week by SquarePlayGames
Feel free to check it on Steam:
https://store.steampowered.com/app/1759350/Space_Trash_Scavenger/
Space Trash Scavenger on Steam
Grab your jetpack and explore procedural asteroid fields, derelict spaceships and abandoned outposts. Build your Space Rig to process scavenged trash. Craft, trade and fight your way home in this interstellar, open-world survival sandbox.store.steampowered.com