Firefly in the Dusk🌙
@fireflyinthedusk.bsky.social
Making things using my engine, DuskEngine. It is written in C++ with support for scripting in other languages (Lua at the moment). It can run on Windows & Linux (OpenGL and soon Vulkan) and MacOS (Metal).
I also have a website at https://duskworks.net/
I also have a website at https://duskworks.net/
I've added the ability to play music to #DuskEngine, and I also made a little music player app for the in-game phone to test it out. Bonus night mood at the end. All of the music was made by opengameart.org/users/joth #gamedev #indiedev #solodev #enginedev
October 12, 2025 at 7:26 PM
I've added the ability to play music to #DuskEngine, and I also made a little music player app for the in-game phone to test it out. Bonus night mood at the end. All of the music was made by opengameart.org/users/joth #gamedev #indiedev #solodev #enginedev
A cool #DuskEngine feature I've been working on is supporting custom editor windows written in Lua. Editor scripts are placed in folders called "Editor", so they can also be shared between projects like assets. The commented code for this demo window is here pastebin.com/XrGPwtXA #gamedev #enginedev
October 7, 2025 at 3:11 PM
A cool #DuskEngine feature I've been working on is supporting custom editor windows written in Lua. Editor scripts are placed in folders called "Editor", so they can also be shared between projects like assets. The commented code for this demo window is here pastebin.com/XrGPwtXA #gamedev #enginedev
Long time no post; dev on #DuskEngine slowed a bit these past two months, but some code still got written. Here's a new feature, the ability to specify a time scale for FixedUpdate in scripts. Slow-mo, speed-up and pause are now possible #gamedev #indiedev #enginedev
September 23, 2025 at 5:24 PM
Long time no post; dev on #DuskEngine slowed a bit these past two months, but some code still got written. Here's a new feature, the ability to specify a time scale for FixedUpdate in scripts. Slow-mo, speed-up and pause are now possible #gamedev #indiedev #enginedev
TVs no longer show a basic effect when on and instead they can tune in to channels, and the Ads Channel will loop this ultra epic ad I made for the ultra epic placeholder paper bag. This uses the UI system, much like the mobile phone I posted a while back #enginedev #gamedev #indiedev
June 29, 2025 at 4:31 PM
TVs no longer show a basic effect when on and instead they can tune in to channels, and the Ads Channel will loop this ultra epic ad I made for the ultra epic placeholder paper bag. This uses the UI system, much like the mobile phone I posted a while back #enginedev #gamedev #indiedev
I've added waypoint networks to #DuskEngine, with navmeshes soon to follow. In the meantime, Rina makes full use of the new feature to enter her home and do some more stuff in it — NPC routines go hand in hand with waypoint networks #gamedev #indiedev #enginedev
June 17, 2025 at 6:07 PM
I've added waypoint networks to #DuskEngine, with navmeshes soon to follow. In the meantime, Rina makes full use of the new feature to enter her home and do some more stuff in it — NPC routines go hand in hand with waypoint networks #gamedev #indiedev #enginedev
Some cool new features have been added to #DuskEngine UI - most important being that scripts can now create as many separate UI instances as they want and have them be rendered to textures. Which means interactive in-game mobile phones #gamedev #enginedev #indiedev
June 14, 2025 at 1:02 PM
Some cool new features have been added to #DuskEngine UI - most important being that scripts can now create as many separate UI instances as they want and have them be rendered to textures. Which means interactive in-game mobile phones #gamedev #enginedev #indiedev
I've added new features to #DuskEngine UI system these past days, most important being that it's now possible to add opacity and scale modifiers to entire branches i.e. have elements fade in and out and animate their scale in scripts #gamedev #enginedev #indiedev
June 6, 2025 at 6:07 PM
I've added new features to #DuskEngine UI system these past days, most important being that it's now possible to add opacity and scale modifiers to entire branches i.e. have elements fade in and out and animate their scale in scripts #gamedev #enginedev #indiedev
Light leak fixed!
June 1, 2025 at 1:16 PM
Light leak fixed!
The shadow situation in #DuskEngine is slowly improving, here is what the newly added CSM looks like so far #gamedev #enginedev #indiedev
June 1, 2025 at 12:42 PM
The shadow situation in #DuskEngine is slowly improving, here is what the newly added CSM looks like so far #gamedev #enginedev #indiedev
DuskEngine can now render transparent materials (such as these windows) with OIT #gamedev #indiedev #enginedev
May 24, 2025 at 6:33 PM
DuskEngine can now render transparent materials (such as these windows) with OIT #gamedev #indiedev #enginedev
I modeled a TV and made it interactable (sorry about the light leaking into the room, I've yet to fix that) #gamedev #indiedev #enginedev
May 22, 2025 at 12:24 PM
I modeled a TV and made it interactable (sorry about the light leaking into the room, I've yet to fix that) #gamedev #indiedev #enginedev
May 19, 2025 at 10:19 PM
I've added a first implementation of SSAO to DuskEngine🎉To get some performance in games back in the day I was willing to turn down any setting except for AO, even though it would have probably made a big difference. AO is too important. #gamedev #indiedev #enginedev
May 17, 2025 at 9:53 PM
I've added a first implementation of SSAO to DuskEngine🎉To get some performance in games back in the day I was willing to turn down any setting except for AO, even though it would have probably made a big difference. AO is too important. #gamedev #indiedev #enginedev
I want to focus on adding new rendering features to DuskEngine and I'm working on just the right prop for that. This is the most complex Blender project I've done so far so I'm excited to see how it's gonna turn out. The white panel is going to be a giant screen #indiedev #blender #3dmodelling
May 15, 2025 at 7:26 PM
I want to focus on adding new rendering features to DuskEngine and I'm working on just the right prop for that. This is the most complex Blender project I've done so far so I'm excited to see how it's gonna turn out. The white panel is going to be a giant screen #indiedev #blender #3dmodelling
Final bloom spam for a while but I wanted to show why I implemented bloom in the first place, which was to make this lamp look more lit :) #gamedev #indiedev #enginedev
May 10, 2025 at 12:50 PM
Final bloom spam for a while but I wanted to show why I implemented bloom in the first place, which was to make this lamp look more lit :) #gamedev #indiedev #enginedev
Since the bloom pic I posted yesterday was quite subtle, here's one that's a bit more intense #gamedev #indiedev #enginedev
May 10, 2025 at 10:57 AM
Since the bloom pic I posted yesterday was quite subtle, here's one that's a bit more intense #gamedev #indiedev #enginedev
Initial attempt at implementing bloom in DuskEngine, the shine has been obtained🌟 #gamedev #enginedev #indiedev
May 9, 2025 at 8:18 PM
Initial attempt at implementing bloom in DuskEngine, the shine has been obtained🌟 #gamedev #enginedev #indiedev
A cool geometry nodes trick I learned a while back for when you want to spawn objects of different types w/ different frequencies: use a color ramp node and you also get a visual representation for how often each object will appear blender.stackexchange.com/questions/30... #blender #gamedev
April 24, 2025 at 10:03 AM
A cool geometry nodes trick I learned a while back for when you want to spawn objects of different types w/ different frequencies: use a color ramp node and you also get a visual representation for how often each object will appear blender.stackexchange.com/questions/30... #blender #gamedev
Working on implementing normal maps... #gamedev #enginedev
April 22, 2025 at 7:23 PM
Working on implementing normal maps... #gamedev #enginedev
Have to be able to show lists of things in the game UI so I've begun work on implementing layouts; vertical to start with, grid sometime soon #gamedev #enginedev
March 25, 2025 at 1:02 AM
Have to be able to show lists of things in the game UI so I've begun work on implementing layouts; vertical to start with, grid sometime soon #gamedev #enginedev
No engine work today, but I did make a triple chocolate mousse cake and a plate for it (it's the bring-your-own-fork type) #gamedev #blender #3dmodeling #gameasset
March 11, 2025 at 10:36 PM
No engine work today, but I did make a triple chocolate mousse cake and a plate for it (it's the bring-your-own-fork type) #gamedev #blender #3dmodeling #gameasset
I made this volcano spell many months ago to act as a test for creating and destroying entities repeatedly, I need a better stress test now but I still enjoy spawning a few volcanoes to cause some mayhem every now and then #gamedev
March 8, 2025 at 3:58 PM
I made this volcano spell many months ago to act as a test for creating and destroying entities repeatedly, I need a better stress test now but I still enjoy spawning a few volcanoes to cause some mayhem every now and then #gamedev