youtube.com/vercidium
It releases tomorrow, I’m keen for my third playthrough!
It releases tomorrow, I’m keen for my third playthrough!
I'm using these wooden buildings to highlight issues with classic 'room-based' audio environments.
Check out the thread for the making-of:
I'm using these wooden buildings to highlight issues with classic 'room-based' audio environments.
Check out the thread for the making-of:
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
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
I talk about it more in this free article: www.patreon.com/posts/118330...
#gamedev
I talk about it more in this free article: www.patreon.com/posts/118330...
#gamedev
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:
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:
Shadows and clip/light/view space have always confused me. And they still do.
#gamedev
Shadows and clip/light/view space have always confused me. And they still do.
#gamedev
This refactor would take so long without it!
#gamedev
This refactor would take so long without it!
#gamedev
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...
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...
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
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
The codebase is much leaner though:
157 files changed
4860 insertions
8485 deletions
Net: 3625 lines deleted
#gamedev
The codebase is much leaner though:
157 files changed
4860 insertions
8485 deletions
Net: 3625 lines deleted
#gamedev
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!
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!
I'd like the triangles to change to a wireframe view first, and then subtly shrink + fade out
I'd like the triangles to change to a wireframe view first, and then subtly shrink + fade out
- 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
- 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
With EAC: 17.6 seconds
Without EAC: 7.3 seconds
Today: 2.8 seconds
Here’s a thread on what I optimised
With EAC: 17.6 seconds
Without EAC: 7.3 seconds
Today: 2.8 seconds
Here’s a thread on what I optimised
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
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