Vercidium
vercidium.com
Vercidium
@vercidium.com
Game engine developer from Australia, I’m keen to share what I’ve learned about optimising games.

youtube.com/vercidium
I was lucky enough to help playtest Rift Riff and I loved it.

It releases tomorrow, I’m keen for my third playthrough!
Steam’s Popular Upcoming list has Rift Riff! It’s happening! Tomorrow at 15:00 CEST!
May 9, 2025 at 10:25 AM
Here's a sneak peek of the animations for my next YouTube video on Raytraced Audio.

I'm using these wooden buildings to highlight issues with classic 'room-based' audio environments.

Check out the thread for the making-of:
January 25, 2025 at 2:10 PM
My engine now supports multiple point-shadows

Now you can grab a torch and explore the darkness

#gamedev
January 19, 2025 at 12:23 PM
Really starting to think I should turn this into a game 😅

Ready for the new Valheim?

#gamedev
January 18, 2025 at 1:02 PM
Before and after adding small clovers. Small details like this make the world feel more full and interesting

#gamedev
January 18, 2025 at 7:12 AM
New sunset colours and shadows.

Before the world was going completely dark at the same time the sun set, when in reality that doesn't happen until after sunset.

#gamedev
January 14, 2025 at 10:28 AM
I fixed grass shadows recently and the difference is night and day. Lighting makes such a difference

#gamedev
January 6, 2025 at 12:02 PM
Here's another mind bending animation about how 3D rendering works (it's all an illusion)

I talk about it more in this free article: www.patreon.com/posts/118330...

#gamedev
December 23, 2024 at 7:29 AM
Check out these bloom effects

It uses a HDR colour buffer, which can store colours greater than 255. If a colour is 300 or brighter, it is extracted into a separate buffer, then downsampled 8 times and upsampled 8 times

When applied to the scene at 10% strength, metal surfaces are nice and shiny:
December 7, 2024 at 12:12 PM
After spending 7 years learning OpenGL, I finally have stable shadows. No more flickering!

Shadows and clip/light/view space have always confused me. And they still do.

#gamedev
December 6, 2024 at 10:00 AM
Block select is so useful. Use Shift + Alt to select multiple lines, then Home, End and Ctrl + Arrow Keys to navigate left and right.

This refactor would take so long without it!

#gamedev
December 2, 2024 at 10:18 PM
Hundreds of errors in Visual Studio, we meet again!

After refactoring shaders to support hot reloading (which is awesome) I realised the way textures were bound to shaders wasn't great.

So now, I'm refactoring shaders... again...
December 2, 2024 at 10:50 AM
Shader Hot Reloading is working!

If the current shader string is different to the last, the shader gets recreated and its uniforms are reconnected.

Also if the shader string is invalid (e.g. syntax error), it will revert to the last working shader.

#gamedev
December 1, 2024 at 8:22 AM
The shader refactor is complete and the project is building again. Now it's time to fix all the runtime bugs 😅

The codebase is much leaner though:

157 files changed
4860 insertions
8485 deletions

Net: 3625 lines deleted

#gamedev
November 30, 2024 at 11:59 AM
Working on a huge shader refactor today, with the goal of being able to hot reload shaders.

Each shader used to be two large strings (one for the fragment shader and one for the vertex shader), but now they are constructed from these 5 strings.

This keeps uniform and varying names consistent too!
November 29, 2024 at 5:33 AM
Why can you hear sounds above + below you in games, when your headphones only have speakers on the left + right?
November 28, 2024 at 12:51 PM
For every polished animation, there are countless attempts that didn't work 😅

#gamedev
November 27, 2024 at 12:51 PM
What do you think of these "Dissolving Triangle" animations?

I'd like the triangles to change to a wireframe view first, and then subtly shrink + fade out
November 27, 2024 at 5:32 AM
Check out these raytraced audio animations

- White lines are the rays cast outwards from the player
- Blue lines are the reverb rays returning to the player
- Yellow lines are the rays that have discovered a sound source

#gamedev
November 26, 2024 at 7:40 AM
I revisited my low poly renderer to fix some bugs, then stayed for a while to appreciate golden hour
November 25, 2024 at 5:25 AM
Game devs constantly restart their game when working on it, and I found I was spending a lot of time waiting for my game to start up

With EAC: 17.6 seconds
Without EAC: 7.3 seconds
Today: 2.8 seconds

Here’s a thread on what I optimised
November 24, 2024 at 9:57 PM
I'm a game dev from Australia and I specialise in optimisation and 3D rendering.

I spent 7 years creating a game engine, and now I'm teaching what I've learned over at youtube.com/vercidium

I also write free blog posts at patreon.com/vercidium and I'm keen to start writing here on Bluesky too
November 24, 2024 at 9:28 AM