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Domen Rostohar

@dmajster.bsky.social

Indie game dev (ex. Guardiaris & Outfit7) Working full-time on a colony simulation game called Kobolds โœจ

28 Followers  |  200 Following  |  21 Posts  |  Joined: 14.11.2024  |  1.7363

Latest posts by dmajster.bsky.social on Bluesky

kobold abuse #1
kobold abuse #1

Working on the building system was quite a pain... I swear I'm usually nicer ๐Ÿ˜‡

#gamedev #indie

www.youtube.com/watch?v=mee3...

12.02.2026 19:53 โ€” ๐Ÿ‘ 6    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Bug or emergent gameplay? I haven't decided yet... ๐Ÿ˜…
#gamedev #indie

10.02.2026 17:07 โ€” ๐Ÿ‘ 9    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

I'm glad to see you're continuing work on this! I loved reading your blog and all the insights it has!

25.01.2026 17:28 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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How work on fridays feels like

23.01.2026 17:38 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Kobolds seem to have some alternate ideas on how to optimize pathfinding... ๐Ÿ˜…

#IndieGameDev #gamedev

21.01.2026 19:26 โ€” ๐Ÿ‘ 7    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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A guide to fast voxel ray tracing using sparse 64-trees

This page gonna be super useful:
dubiousconst282.github.io/2024/10/03/v...

21.11.2025 13:42 โ€” ๐Ÿ‘ 20    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Made impostors replace the original model at a certain distance. Quite happy that the overall tree canopy look (aka averaged brdf) stays exactly the same, but there's clear popping at the model/impostor boundary, still investigating that.

#indiegames #indiedev #gamedev

19.09.2025 18:43 โ€” ๐Ÿ‘ 52    ๐Ÿ” 4    ๐Ÿ’ฌ 5    ๐Ÿ“Œ 0

That sounds like your typical ACES transform but personally I found Tony McMapface much more pleasurable on the eyes but it takes a bit more work to get working since its a 3d lut

16.09.2025 09:02 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Fixed the last precision issue: computing camera ray using inverse f32 camera matrix was extremely imprecise, so I switched to computing it manually from camera angles. Now everything is as smooth as it gets, the fixed-point transition officially finished!

#screenshotsaturday #indiedev #gamedev

13.09.2025 21:12 โ€” ๐Ÿ‘ 75    ๐Ÿ” 9    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0

Week 12: I've been busy reworking my rendering to utilize a render graph so I have nothing shiny to show :c

13.09.2025 22:08 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Profile.

11.09.2025 07:29 โ€” ๐Ÿ‘ 799    ๐Ÿ” 155    ๐Ÿ’ฌ 8    ๐Ÿ“Œ 17
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Did you know your MacBook has a sensor that knows the exact angle of the screen hinge?

Itโ€™s not exposed as a public API, but I figured out a way to read it and make it sound like an old wooden door.

06.09.2025 20:44 โ€” ๐Ÿ‘ 7639    ๐Ÿ” 1960    ๐Ÿ’ฌ 116    ๐Ÿ“Œ 169
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Week 11: I added details to the kobold model and toyed around with procedural texturing... I've never done it before so I'm very happy with the results โ˜บ๏ธ

I also added HDR10 support and Changed the tonemap to Tony McMapface.

#screenshotsaturday #indiedev
#indiegames #gamedev

06.09.2025 19:11 โ€” ๐Ÿ‘ 11    ๐Ÿ” 5    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

floats start getting janky after >4km values... Epic had a great talk at GPC on how they solved large terrains in UE5

03.09.2025 22:55 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

I feel like that's the problem of all the new languages... c++ is so non-transportable you can't even convert it's libs to other languages without a world of pain so you always get something that's lagging behind the c++ lib or the person that rewrote it stopped maintaining it..

31.08.2025 08:26 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Thank you! I'll definitely foster this atmosphere more... I love the idea of fearing the darkness and more importantly what's hiding inside of it...

30.08.2025 18:07 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Week 10 ๐ŸŽ‰: This week I added shadows! I love how much spookier it makes the game feel. Who knows what lurks out there...๐Ÿ‘€

#screenshotsaturaday #indiedev #indiegames #gamedev

30.08.2025 16:25 โ€” ๐Ÿ‘ 8    ๐Ÿ” 3    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Week 9: Added legos ๐Ÿงฑ... not really but thats how it feels building things with 2x1 blocks ๐Ÿ˜„... I also added some shiny metals and did lots of boring optimization work... I'm starting to like the look and vibe of the game even when there is so much more I want to do ๐Ÿ˜Œ

23.08.2025 21:42 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Wow! This looks so good!

21.08.2025 19:08 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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meshoptimizer v0.25 is out! Featuring new simplification function that optimizes positions and attributes for appearance, experimental permissive mode to simplify faceted regions with selective seam preservation, regularization option for improved tessellation quality and deformation, multiple ...

20.08.2025 15:56 โ€” ๐Ÿ‘ 62    ๐Ÿ” 21    ๐Ÿ’ฌ 3    ๐Ÿ“Œ 0
Coding Adventure: Ray-Traced Glass and Caustics
YouTube video by Sebastian Lague Coding Adventure: Ray-Traced Glass and Caustics

My latest coding adventure is now up on YT -- some experiments with ray-tracing glass and water, and the cool caustics they can cause
youtu.be/wA1KVZ1eOuA?...

16.08.2025 12:44 โ€” ๐Ÿ‘ 193    ๐Ÿ” 29    ๐Ÿ’ฌ 6    ๐Ÿ“Œ 2
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Week 8: Let there be๐Ÿ’ก... Clustered forward shading is in! Should let player have a lot of lights without it destroying the fps too much! I also added two pass occlusion culling which should help with with performance as well

#screenshotssaturday #gamedev

16.08.2025 20:32 โ€” ๐Ÿ‘ 6    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Back in 2021 I released a Vulkan sample that demonstrated adding ray-tracing to a traditional game render pipeline. Since then the code has rotted away and stopped working. So this week I finally resurrected it! Hope it will keep being a learning resource for beginners.

github.com/diharaw/hybr...

07.08.2025 18:13 โ€” ๐Ÿ‘ 46    ๐Ÿ” 8    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0
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Decided to throw a little party for my kobolds! (debugging AO ๐Ÿ˜‚)

05.08.2025 07:00 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

I also added MSAA and anisotropic filtering support as I got tired of all the jaggies :)

02.08.2025 17:18 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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On the gameplay side I started the ground work for a task assignment system. Currently there is only digging available but this will grow in complexity in the future. Finding a good way to specify dependencies between tasks will be cruical...

02.08.2025 17:18 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Week 6: This week was pretty busy! Say hello to new developer art kobolds! I finally added texture loading and materials. I plan on adding VBAO next week. To help me with debugging all this I also added a simple imgui debug menu. #gamedev #screenshotsaturday

02.08.2025 17:18 โ€” ๐Ÿ‘ 8    ๐Ÿ” 2    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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And what do graphics developers get on their scratch tickets? ... Sponza of course!

29.04.2025 13:00 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Measuring acceleration structures Hardware accelerated raytracing, as supported by DirectX 12 and Vulkan, relies on an abstract data structure that stores scene geometry, known as โ€œacceleration structureโ€ and often referred to as โ€œBVH...

New blog post! "Measuring acceleration structures", in which we will compare BVH costs on various GPU architectures and drivers and attempt to understand the details enough on AMD hardware to make sense of the numbers!

Reposts appreciated :)

zeux.io/2025/03/31/m...

01.04.2025 04:49 โ€” ๐Ÿ‘ 125    ๐Ÿ” 56    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0
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Found this somewhere in my computer, I didnโ€™t know I still had this and I donโ€™t remember where it came from.
Please enjoy.

11.03.2025 21:10 โ€” ๐Ÿ‘ 9    ๐Ÿ” 3    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

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