luxko
luxlyu.com
luxko
@luxlyu.com
Programming games and stuff.
Previously HAAK(https://store.steampowered.com/app/1352930/HAAK/)
Ok I'm pretty satisfied with my SSRC implementation now. Next step: add some actual materials. #IndieGameDev #IndieDev #graphicsprogramming #RadianceCascades
October 15, 2025 at 5:04 PM
I really should've been doing more productive stuff, but playing with artifacts of RC has been too interesting.. #GraphicsProgramming #RadianceCascades #IndieDev #IndieGameDev
October 13, 2025 at 6:00 PM
Ok I think I've fixed all major issues in my screenspace #RadianceCascades implementation. Still barebones, but I'll revisit this after working on other parts of the renderer. #graphicsprogramming #indiegamedev #indiedev
September 26, 2025 at 2:18 PM
Wrote my first #shadertoy shader. It's about a generalized version of Z-curve that can handle non-square, non-power-of-two domains. Inspired by "Generalised 3D Morton and Hilbert Orderings" by David Walker. #GraphicsProgramming #shader
September 13, 2025 at 7:20 AM
Implementing basic PCF for my virtual shadow map. Looks stable enough to me now! #graphicsprogramming #gamedev #IndieGameDevs
September 9, 2025 at 6:54 PM
Implementing virtual shadow clipmaps in my new renderer. Having stable shadow texels under camera movement with bounded memory consumption is pretty nice. The actually committed tiles are highlighted in the later half of the video. Next goal: PCF. #graphicsprogramming #indiedev #indiegamedev
September 9, 2025 at 2:37 PM
More progress on my SSAO implementation: the noises/fireflies are almost all gone now! It's still pretty heavy though: 4x8 taps per pixel to generate the initial AO data using visibility masks, then another 2pass 5x5 taps using guided denoising. But it looks pretty nice! #indiegamedev #indiedev
August 24, 2025 at 10:26 AM
Here goes the video. #indiedev
August 23, 2025 at 9:00 PM
Making progress on my new Vulkan renderer. It's starting to look like an actual engine now!.. #indiedev #gamedev #graphicsprogramming
August 15, 2025 at 6:51 PM
Learning radiance cascades. #graphics #indiedev
July 9, 2025 at 2:59 PM
IMGUI is very easy to setup from code, but as the UI logic gets more complicated, it's easy to get lost in thousands of lines of UI code. But with a cache layer similar to Ryan Fleury's, the cached states can be captured and replayed, making them more debuggable as well.
June 24, 2025 at 2:54 PM
Implemented this idea on the window resize handle. It's too subtle when the transition happens between thin icons, so I have to apply additional rotation, scaling etc to amplify the effect.
June 12, 2025 at 4:35 PM
Simple shape morphing with SDF, seems pretty neat. The intermediate shapes are not pretty, but by easing the lerp timing with the smoothed union distance of the two shapes, we can hide the ugly lerped contours with quick motion while still maintaining the overall smoothness. #indieDev
June 11, 2025 at 5:56 PM
June 10, 2025 at 5:05 PM
Ported a sdf font renderer to the new codebase. I'm a bit surprised by how well it holds up with minimal rebaking, compared to the previous visibility-based one with 32xsubpixel AA, which of course still wins under tiny sizes, but for other cases I think it might worth switching to sdf. #indieDev
June 10, 2025 at 5:05 PM
The ground is buggy, the banding looks distracting, the sun doesn't look right... but still, I'm very happy that I got a single-scattering, dynamic sky working in my new renderer. #GraphicsProgramming #realtimerendering #indieDev
June 3, 2025 at 4:15 PM
Added a light theme and a bunch of small blending improvements to my GUI code for work today. Now that it feels nice to look at, I need to start working on some real shaders..
May 30, 2025 at 5:22 PM
Finally factored out a working asset system with hot-reloading from the old game project. It's still very rough around the edges, with no multi-threaded loading, but already I consider it too complicated... Anyway! At least I can make shaders much faster now. #indieDev
May 27, 2025 at 2:59 PM
Computers are so fast nowadays. A 2D interface should run at hundreds of fps even if lazily written using a imgui-based UI system originally developed for in-game dev consoles. I wish more software would behave like this, alas! Guess I shall write more myself. #indiedev
May 22, 2025 at 7:55 PM
Working on the log viewer today. Filtering, color coding, and collapsing by unique stacktrace. Now that I think about, in collapsed mode I should add some color-coding indicating the "temperature" of the entry... #IndieGameDev #indieDev
May 21, 2025 at 7:51 PM