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 π 2 π 0 π¬ 0 π 0@luxlyu.com.bsky.social
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
15.10.2025 17:04 β π 2 π 0 π¬ 0 π 0I 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 π 2 π 1 π¬ 0 π 0Ok 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 π 11 π 1 π¬ 0 π 0Some 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 π 4 π 0 π¬ 0 π 0Fixing more issues in my screenspace #RadianceCascades implementation. Merging still seems problematic though. #graphicsprogramming #indieGameDev
25.09.2025 18:10 β π 6 π 0 π¬ 0 π 0Learning 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 π 1 π 0 π¬ 0 π 0Here is the link: shadertoy.com/view/tcffRB
13.09.2025 07:20 β π 0 π 0 π¬ 0 π 0Wrote 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 π 1 π 0 π¬ 1 π 0Implementing basic PCF for my virtual shadow map. Looks stable enough to me now! #graphicsprogramming #gamedev #IndieGameDevs
09.09.2025 18:54 β π 15 π 3 π¬ 0 π 0Implementing 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 π 9 π 1 π¬ 0 π 0More 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 π 3 π 1 π¬ 0 π 0Here goes the video. #indiedev
23.08.2025 21:00 β π 1 π 0 π¬ 0 π 0Making 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 π 5 π 1 π¬ 1 π 0Adding 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 π 6 π 1 π¬ 0 π 0Making 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 π 14 π 4 π¬ 0 π 0Learning radiance cascades. #graphics #indiedev
09.07.2025 14:59 β π 3 π 0 π¬ 0 π 0IMGUI 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 π 1 π 0 π¬ 0 π 0Implemented 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 π 0 π 0 π¬ 0 π 0Simple 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 π 4 π 0 π¬ 1 π 0Ported 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 π 2 π 0 π¬ 1 π 0The 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 π 4 π 0 π¬ 0 π 0Added 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 π 0 π 0 π¬ 0 π 0Finally 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 π 0 π 0 π¬ 1 π 0Computers 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 π 0 π 0 π¬ 1 π 0Working 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 π 2 π 0 π¬ 1 π 0Added 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 π 1 π 0 π¬ 1 π 0Preparing 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
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 π 0 π 0 π¬ 0 π 0Got 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 π 1 π 0 π¬ 0 π 0