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luxko

@luxlyu.com.bsky.social

Programming games and stuff. Previously HAAK(https://store.steampowered.com/app/1352930/HAAK/)

24 Followers  |  15 Following  |  76 Posts  |  Joined: 17.10.2024  |  1.9989

Latest posts by luxlyu.com on Bluesky

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Ok I'm pretty satisfied with my SSRC implementation now. Next step: add some actual materials. #IndieGameDev #IndieDev #graphicsprogramming #RadianceCascades

15.10.2025 17:04 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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I really should've been doing more productive stuff, but playing with artifacts of RC has been too interesting.. #GraphicsProgramming #RadianceCascades #IndieDev #IndieGameDev

13.10.2025 18:00 β€” πŸ‘ 2    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
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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

26.09.2025 14:18 β€” πŸ‘ 11    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
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Some more progress on my screenspace #RadianceCascades implementation. Currently costing ~7ms on RTX 3060 laptop when targeting 1440p. Approximately half of the cost is from the final gathering stage, there must be some way to furthur bring down the cost there. #indiedev #indiegamedev

26.09.2025 05:27 β€” πŸ‘ 4    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Fixing more issues in my screenspace #RadianceCascades implementation. Merging still seems problematic though. #graphicsprogramming #indieGameDev

25.09.2025 18:10 β€” πŸ‘ 6    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Learning more about SSRC. It's almost kinda working now!.. Cascades start from a 8x8 downsampled frame buffer, so generation can be pretty fast, ~1ms on my setup. The outputs(e.g. P3/P4) need to then be gathered(upsampled) to screenres, rn that part is very slow. #graphicsprogramming #indiedev

24.09.2025 11:28 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Shadertoy

Here is the link: shadertoy.com/view/tcffRB

13.09.2025 07:20 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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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

13.09.2025 07:20 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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Implementing basic PCF for my virtual shadow map. Looks stable enough to me now! #graphicsprogramming #gamedev #IndieGameDevs

09.09.2025 18:54 β€” πŸ‘ 15    πŸ” 3    πŸ’¬ 0    πŸ“Œ 0
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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

09.09.2025 14:37 β€” πŸ‘ 9    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
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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

24.08.2025 10:26 β€” πŸ‘ 3    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
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Here goes the video. #indiedev

23.08.2025 21:00 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Making progress on my ssao implementation: tried to use guided image filtering for denoising today, results look promising. Still not sure how to prevent flickers without comprosing some depth details though... #graphicsprogramming #indiegamedev #screenshotsaturaday

23.08.2025 20:59 β€” πŸ‘ 5    πŸ” 1    πŸ’¬ 1    πŸ“Œ 0
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Adding SSAO to my new renderer. I think the raw ao output looks OK now, need to look into filtering next. #graphicsprogramming #vulkan #IndieGameDev

21.08.2025 19:18 β€” πŸ‘ 6    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
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Making progress on my new Vulkan renderer. It's starting to look like an actual engine now!.. #indiedev #gamedev #graphicsprogramming

15.08.2025 18:51 β€” πŸ‘ 14    πŸ” 4    πŸ’¬ 0    πŸ“Œ 0
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Learning radiance cascades. #graphics #indiedev

09.07.2025 14:59 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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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.

24.06.2025 14:54 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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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.

12.06.2025 16:35 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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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

11.06.2025 17:56 β€” πŸ‘ 4    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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10.06.2025 17:05 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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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

10.06.2025 17:05 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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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

03.06.2025 16:15 β€” πŸ‘ 4    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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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..

30.05.2025 17:22 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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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

27.05.2025 14:59 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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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

22.05.2025 19:55 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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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

21.05.2025 19:51 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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Added undo/redo support to the GUI template today. Most of the code was taken from the now halted game project. I also added a nested member filter to the generic struct viewer, which feels really nice to use. Should've implemented it sooner. #IndieDev

17.05.2025 19:18 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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Preparing a gui template for future projects.
- A functioning UI lib, obviously.
- Searchable Command Palette.
- CPU/GPU Profiler.
- Localization.
- Configuration persistence.

What else should be added to the basic function set? Perhaps I should add asset hot-reloading next..#indiedev

13.05.2025 06:09 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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Writing my own FFmpeg wrapper reminds me yet again of how powerful today's computers are. Scrubbing through 1080p feels like nothing. My laptop can even handle 8K@60fps playback with just the cpu decoder, scrubbing is clunky though. Curious how the vulkan decoder would perform.

05.04.2025 19:49 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Got the frame timeline viewer working in the Vulkan renderer today. Feels satisfying, would come in handy for future projects. #indiedev

29.03.2025 19:58 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

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