Nikita Lisitsa
@lisyarus.bsky.social
6.5K followers 970 following 1.6K posts
He/him I teach C++ & computer graphics and make videogames Working on a medieval village building game: https://youtube.com/playlist?list=PLSGI94QoFYJwGaieAkqw5_qfoupdppxHN&cbrd=1 Check out my cozy road building traffic sim: https://t.ly/FfOwR
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lisyarus.bsky.social
A new devlog about my medieval village building game! About 4 months of progress in this one!

#indiedev #gamedev #indiegames #devlog

www.youtube.com/watch?v=fymx...
Stockpiles, Roofs, and Much More! - Village Builder Devlog #10
YouTube video by Nikita Lisitsa
www.youtube.com
lisyarus.bsky.social
How the fuck does this keep happening
Do they just drop the db every few months or smth
lisyarus.bsky.social
I'm in this post and I don't like it

(jk I do like it)
lisyarus.bsky.social
Ha, I'm glad you asked 😅

bsky.app/profile/lisy...
lisyarus.bsky.social
New smooth clouds timelapse from the ground 🥰

#indiedev #gamedev #indiegames #screenshotsaturday
lisyarus.bsky.social
Thank you so much! Yep, it's sped up 16x :) I've tweaked the clouds so that at normal speed their movement is just barely visible but still visible
Reposted by Nikita Lisitsa
lisyarus.bsky.social
New smooth clouds timelapse from the ground 🥰

#indiedev #gamedev #indiegames #screenshotsaturday
lisyarus.bsky.social
It's actually marching squares (i.e. 2D, not 3D) :)
lisyarus.bsky.social
New smooth clouds timelapse from the ground 🥰

#indiedev #gamedev #indiegames #screenshotsaturday
lisyarus.bsky.social
Really happy I didn't have to go the "compute true normals via clever vertex indexing & GPU atomics" route tbh
lisyarus.bsky.social
Made the cloud normals smooth based on the noise gradient (which was a bit tricky because the noise → height mapping has infinite derivative on the cloud edge), and now it looks pretty much exactly how I envisioned it! ☁️

#indiedev #gamedev #indiegames #screenshotsaturday
lisyarus.bsky.social
No, just a buncha noise!
lisyarus.bsky.social
A timelapse of a storm forming over an island

#indiegames #indiedev #gamedev
lisyarus.bsky.social
I really like the rolling animation of these clouds though!

#indiegames #indiedev #gamedev
lisyarus.bsky.social
Fixed cloud normals & added cloud shadows. Still contemplating ways to make the normals smooth...

#indiegames #indiedev #gamedev
lisyarus.bsky.social
Clouds wip: basically marching squares producing a 3D mesh. Normals are off for some reason & I definitely need to make them smooth...

#indiegames #indiedev #gamedev
lisyarus.bsky.social
Setting up the stage to procedurally generate cloud meshes on compute shaders

#indiegames #indiedev #gamedev
lisyarus.bsky.social
Thank you! I'm just literally rotating the whole sky, nothing special :)
lisyarus.bsky.social
Nah, the holes are still obviously visible. Also I do want the outlines!
lisyarus.bsky.social
Oh, it's also shaded through shader derivatives to approximate normals. Guess I'll have to do some actual proper mesh generation...
lisyarus.bsky.social
So I had a stupid idea to just draw two giant square grids, one for top and one for bottom of the clouds, sample some noise to compute height & discard non-cloud parts in the shader. Hard to make connected geometry this way :/

#indiedev #gamedev #indiegames
lisyarus.bsky.social
Forgot to post it earlier - made the stars blink a bit for some extra vibes ✨✨✨

(the video is sped up 4x)

#indiedev #gamedev #indiegames
lisyarus.bsky.social
Current clouds implementation state: good enough, ship it
(jk, I just started)

#indiedev #gamedev #indiegames
lisyarus.bsky.social
Sooo do I move on from the sky or do I nerdsnipe myself with clouds? Wrong answers only

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lisyarus.bsky.social
Btw the moon actually has correct moon phases & makes a full cycle in 30 in-game days, which is exactly the length of one season (spring/summer/etc)

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