For a moment I thought the ball would hit the yoga guys XD
30.07.2025 14:30 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0@fireflyinthedusk.bsky.social
Making things using my engine, DuskEngine. It is written in C++ with support for scripting in other languages (Lua at the moment). It can run on Windows & Linux (OpenGL and soon Vulkan) and MacOS (Metal).
For a moment I thought the ball would hit the yoga guys XD
30.07.2025 14:30 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0Is there too much noise if you highlight the good parts instead of the bad ones?
26.07.2025 18:17 โ ๐ 1 ๐ 0 ๐ฌ 2 ๐ 0Ask yourself if the reason you mentioned is relevant to the player or will even be considered that way by them. That way you don't risk picking things that make sense to you as a developer only. My vote goes to counting up. Players play to win, they want to see how close they got to winning.
26.07.2025 18:06 โ ๐ 2 ๐ 0 ๐ฌ 1 ๐ 0Biblically accurate mouse
07.07.2025 15:02 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Random idea but maybe also try shifting the forgery a bit to the right, left, up, down while scoring and see if by doing so the score doesn't increase, and pick the position with the highest score. I am not sure if this would work in general tho :( in any case, it all looks great! looking forward ๐
03.07.2025 15:08 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0I see, if the player is told that's the evaluation criteria (and it looks like they are), it's all good ๐ I was wondering because in the Vermeer video some early forgeries seemed to be more accurate to me than later ones because "they had more of the important parts" even if in the wrong positions.
03.07.2025 14:39 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0Nice! Btw, do you use a pixel-based check for accuracy or something more sophisticated?
03.07.2025 14:00 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0Each time you post forgeries ordered by accuracy I kinda expect them to start way off and then converge to something resembling the original work, but it always feels like they cycle through various levels of accuracy (more random than ordered) ๐ค
03.07.2025 13:17 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0TVs no longer show a basic effect when on and instead they can tune in to channels, and the Ads Channel will loop this ultra epic ad I made for the ultra epic placeholder paper bag. This uses the UI system, much like the mobile phone I posted a while back #enginedev #gamedev #indiedev
29.06.2025 16:31 โ ๐ 15 ๐ 3 ๐ฌ 0 ๐ 0You can have more than one thread available in a browser context?
25.06.2025 18:34 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0Do you have a YT account also? Seeing these awesome vids at a higher quality would be awesome.
21.06.2025 14:50 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0I've added waypoint networks to #DuskEngine, with navmeshes soon to follow. In the meantime, Rina makes full use of the new feature to enter her home and do some more stuff in it โ NPC routines go hand in hand with waypoint networks #gamedev #indiedev #enginedev
17.06.2025 18:07 โ ๐ 23 ๐ 2 ๐ฌ 0 ๐ 0this is so nice
14.06.2025 14:31 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Some cool new features have been added to #DuskEngine UI - most important being that scripts can now create as many separate UI instances as they want and have them be rendered to textures. Which means interactive in-game mobile phones #gamedev #enginedev #indiedev
14.06.2025 13:02 โ ๐ 8 ๐ 2 ๐ฌ 0 ๐ 0This looks really cool!
09.06.2025 14:22 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0I've added new features to #DuskEngine UI system these past days, most important being that it's now possible to add opacity and scale modifiers to entire branches i.e. have elements fade in and out and animate their scale in scripts #gamedev #enginedev #indiedev
06.06.2025 18:07 โ ๐ 10 ๐ 2 ๐ฌ 0 ๐ 0Congrats!
06.06.2025 14:41 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0thank mr skeltal
03.06.2025 22:07 โ ๐ 4 ๐ 0 ๐ฌ 0 ๐ 0Image showing the same scene but with light leaking fixed.
Light leak fixed!
01.06.2025 13:16 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0bsky compression killed the video, here's a yt mirror: www.youtube.com/watch?v=Dlbx...
01.06.2025 12:45 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0The shadow situation in #DuskEngine is slowly improving, here is what the newly added CSM looks like so far #gamedev #enginedev #indiedev
01.06.2025 12:42 โ ๐ 11 ๐ 2 ๐ฌ 1 ๐ 0A calico cat standing next to a barrel on a tropical island
We have cats now on the island. #ashortodyssey #gamedev #indiegamedev
28.05.2025 21:30 โ ๐ 19 ๐ 4 ๐ฌ 0 ๐ 0DuskEngine can now render transparent materials (such as these windows) with OIT #gamedev #indiedev #enginedev
24.05.2025 18:33 โ ๐ 8 ๐ 2 ๐ฌ 0 ๐ 0I modeled a TV and made it interactable (sorry about the light leaking into the room, I've yet to fix that) #gamedev #indiedev #enginedev
22.05.2025 12:24 โ ๐ 8 ๐ 1 ๐ฌ 1 ๐ 0A dense jungle
Been working on this jungle for a while, hopefully I got it dense enough, it was a challenge to keep everything over 120fps on my modest graphics card (2060 super). But with alot of modelling rework I managed.
#indiegamedev #ashortodyssey #graphicsprogramming
๐ค
21.05.2025 17:23 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0To help test stuff more quickly: live shader reload #enginedev #gamedev #indiedev
19.05.2025 22:19 โ ๐ 9 ๐ 2 ๐ฌ 1 ๐ 0shader hot-reloading in #vulkan
was easier than i expected hehe
Nice, need to get me one of those too :)
18.05.2025 18:25 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Before & after pic showing SSAO on furniture in a bedroom.
Before & after pic showing SSAO on a set of metal girders.
I've added a first implementation of SSAO to DuskEngine๐To get some performance in games back in the day I was willing to turn down any setting except for AO, even though it would have probably made a big difference. AO is too important. #gamedev #indiedev #enginedev
17.05.2025 21:53 โ ๐ 10 ๐ 3 ๐ฌ 0 ๐ 0