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ducchunt.bsky.social
ducc
@ducchunt.bsky.social
he/him hobbyist gamedev from Idaho
Made a surface nets compute shader for s&box.

Here, it's generating a new mesh each frame to cover some metaballs that are moving around.

I have some fun ideas for where I want to take this project!

#sbox #gamedev
March 30, 2025 at 1:57 AM
Made a simple Verlet rope/cloth physics simulation with collision for my s&box Tech Jam 1 entry.

Anyone can play it here:
sbox.game/duccsoft/rop...

The integration and collision resolution happen in a compute shader. I generate SDF volume textures to support mesh collisions.

#gamedev #sbox
January 26, 2025 at 6:34 PM
Day 10/34 of making rope physics for the
#sbox
Tech Jam.

Verlet rope isn't too hard, as there are many examples and tutorials online. The part where I needed to get creative was resolving point vs mesh collisions. It's glitchy right now, but I've learned lots about compute shaders.

#gamedev
December 27, 2024 at 5:03 AM
In s&box, I don't yet know of a way to set a custom depth per-pixel, which is a problem since ray marched geometry has no mesh.

So the model for the lava is a subdivided box that I "shrink wrap" in the vertex shader by sampling the SDF scene once per vertex.

It may be foolish, but it sounds cool.
December 4, 2024 at 2:04 AM
Made a lava lamp simulator in s&box.

You can play it now: sbox.game/duccsoft/lav...

The lava blobs are SDF spheres with smooth min, ray marched in a shader.

I'll expose more simulation parameters to the player once I make further progress on a certain UI library...

#sbox #gamedev #shader
December 4, 2024 at 1:49 AM
Hopefully the video quality here is better than on Twitter.

s&box is my favorite game engine right now.

Here's an underwater scene I hastily threw together with existing assets. I made some components that use video either as light cookies, or as textures that override a material on a model.
October 3, 2024 at 9:57 PM