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
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! ☁️

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lisyarus.bsky.social
No, just a buncha noise!
lisyarus.bsky.social
A timelapse of a storm forming over an island

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lisyarus.bsky.social
I really like the rolling animation of these clouds though!

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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...

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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 :/

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

(the video is sped up 4x)

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

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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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lisyarus.bsky.social
New additions to the night sky: moon and stars! ✨
I think it's the most beautiful sky I've ever made for a game, and it isn't even physically-based 😅

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