Eniko Fox
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Eniko Fox
@enikofox.com
I make gay video games @kitsunegames.bsky.social with @nj0rd.bsky.social. Kitsune Tails, Super Bernie World, MidBoss dev. Mask wearer. Programming language development enthusiast

Follow me on Mastodon @[email protected]

She/her
ngl this never gets old (turning occlusion culling on and off to show how much its culling)
January 11, 2026 at 3:09 PM
after all the faq says there'll be playable instruments and what good is that if you can't play music *for* someone :D

(from the faq at enikofox.com/blockgame/ )
January 11, 2026 at 1:48 PM
being in a cave make fps go zoom! :3
January 10, 2026 at 9:20 PM
here's photographic evidence of all the 8x8x8 blobs out in their natural habitat
January 10, 2026 at 6:21 PM
simplified everything and split occluders from depth culling candidate chunks

also trying to be more picky and granular about what occluders to use, so now i'm rendering single blocks nearby the camera. hopefully more granular occluders will improve the culling percentage
January 9, 2026 at 10:09 PM
changed subchunk culling. i extract the world space frustum planes from my projection matrix, normalize, then do `dot(pnormal, subchunk) + pdist` and check against the bounding radius (0.5*sqrt3*side)

it now runs in 0.43x the time but culling is up from 43% to 74%, and so fps if up from 60 to 110!
January 8, 2026 at 4:56 PM
instead of doing a 4x4 matrix multiply then divide by w and multiply by size (21 muls) i switched to a view matrix, view transform the position, then project to the screen manually (13 muls) and use view distance instead of depth since i don't care

and it now runs in about 2/3rds the time :D
January 8, 2026 at 3:40 PM
lol. it is *much* more effective underground. at 12 chunk radius fps goes from 45 to 230 😊

(big occluders in your face helps cull a lot of chunks)
January 7, 2026 at 11:14 PM
well i got it working, and it does work. fps at 12 chunk render distance up to 75ish from 45ish on my not very powerful gpu

some kinks to work out still, can probably make it faster, but it's a good proof of concept
January 7, 2026 at 10:43 PM
i have my plan all laid out
January 7, 2026 at 10:26 AM
it also causes discontinuities/artifacts on spherical objects that are hidden if you only use the back view

no amount of blurring will get rid of these. not even pushing the fov absurdly high fixes it (and degrades all other reflections)
January 4, 2026 at 5:26 PM
because it treats the environment map as infinitely far away it just doesn't work for a front view which is much easier to scrutinize since the non-mirrored reference is right in front of you

like here you'd expect the reflective floor bits to reflect the bottom of the tree canopy, but it doesn't
January 4, 2026 at 5:20 PM
sadly this approach doesn't work for front reflections, at least not for large flat surfaces like this. it's just way too obviously wrong

though it does make for 1 level deep of reflected reflections which is kinda neat i guess
January 4, 2026 at 2:02 PM
ok did it. its funny, this teeny tiny little square in the center is the original render
January 4, 2026 at 12:24 PM
not satisfied with just having back view reflections, i am pleased to report that i am back on my bullshit

i've tweaked the shader to jitter the reflection vector so that it blurs across the edge seam between front/back hemispheres (front is just red atm for testing)
January 4, 2026 at 10:58 AM
the steam/itch sales end monday so if you want to pick up the gayest SMB3-like with fox girls better do it soon

our other games are also on sale: turnbased body snatching roguelike ($5), kitsune tails' prequel ($2.50), and a cute block pushing puzzler ($1.64)

store.steampowered.com/bundle/15673...
January 2, 2026 at 8:25 PM
the cool thing is since the "gold" part is just a matcap image, and the blurring is done on the fly, i can change materials by just selecting a different matcap image and changing the blur

for example here's a quick and dirty attempt at steel
January 2, 2026 at 3:36 PM
someone asked to see it in motion so i made a video

i just edited the model shader so everything that isn't a full block is gold so things look a bit weird. and the grass is shell textured so those are just horizontal planes

anyway plz enjoy
January 2, 2026 at 2:50 PM
help i cant stop playing with it
January 2, 2026 at 2:02 PM
i said i was gonna add mirrors to block game, and so i did >_>
January 2, 2026 at 1:15 PM
all of this only reduces fps from 310 to 270. and 30 of those lost 40 fps are just from rendering the back view environment map, which you could turn off if you have a slow computer and you'd still get the metallic material effects just without the reflections

so i'd say this is very potato-proof
January 2, 2026 at 12:13 PM
ok i've fixed the reflections and all artifacts and discontinuities and this is what i've got

it also works in the dark, i reduce the matcap's speculars by the overall luminance of the scene

and it's even got makeshift mirrors :D (also yes all the grass and plants are gold, just roll with it)
January 2, 2026 at 11:09 AM
if i don't compress the reflected direction into the visible range, so all negative directions are black, you can see it even more clearly. at the bottom the slats go +y (green)
January 1, 2026 at 10:55 PM
ok i don't understand reflect. these are the y components of the view normal, and the reflected direction from the camera to the view position along the view normal

the normals are pointing down at the bottoms of the central slats, so why is the reflected direction pointing up at the bottom?
January 1, 2026 at 10:52 PM
you can call me midas because i've turned everything into gold :3
January 1, 2026 at 7:31 PM