Ha, I'm glad you asked ๐
bsky.app/profile/lisy...
@lisyarus.bsky.social
He/him I teach C++ & computer graphics and make videogames Working on a medieval village building game: https://youtube.com/playlist?list=PLSGI94QoFYJwGaieAkqw5_qfoupdppxHN&cbrd=1 Check out my cozy road building traffic sim: https://t.ly/FfOwR
Ha, I'm glad you asked ๐
bsky.app/profile/lisy...
Never!
05.10.2025 21:15 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Thank you so much! Yep, it's sped up 16x :) I've tweaked the clouds so that at normal speed their movement is just barely visible but still visible
05.10.2025 20:55 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0New smooth clouds timelapse from the ground ๐ฅฐ
#indiedev #gamedev #indiegames #screenshotsaturday
It's actually marching squares (i.e. 2D, not 3D) :)
04.10.2025 18:35 โ ๐ 6 ๐ 0 ๐ฌ 0 ๐ 0Thank you!
04.10.2025 16:36 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0New smooth clouds timelapse from the ground ๐ฅฐ
#indiedev #gamedev #indiegames #screenshotsaturday
Really happy I didn't have to go the "compute true normals via clever vertex indexing & GPU atomics" route tbh
04.10.2025 10:27 โ ๐ 3 ๐ 0 ๐ฌ 0 ๐ 0Made the cloud normals smooth based on the noise gradient (which was a bit tricky because the noise โ height mapping has infinite derivative on the cloud edge), and now it looks pretty much exactly how I envisioned it! โ๏ธ
#indiedev #gamedev #indiegames #screenshotsaturday
No, just a buncha noise!
03.10.2025 22:30 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0A timelapse of a storm forming over an island
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I really like the rolling animation of these clouds though!
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Fixed cloud normals & added cloud shadows. Still contemplating ways to make the normals smooth...
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Clouds wip: basically marching squares producing a 3D mesh. Normals are off for some reason & I definitely need to make them smooth...
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Setting up the stage to procedurally generate cloud meshes on compute shaders
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Thank you! I'm just literally rotating the whole sky, nothing special :)
03.10.2025 16:43 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Nah, the holes are still obviously visible. Also I do want the outlines!
03.10.2025 16:42 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Oh, it's also shaded through shader derivatives to approximate normals. Guess I'll have to do some actual proper mesh generation...
03.10.2025 16:12 โ ๐ 3 ๐ 0 ๐ฌ 1 ๐ 0So I had a stupid idea to just draw two giant square grids, one for top and one for bottom of the clouds, sample some noise to compute height & discard non-cloud parts in the shader. Hard to make connected geometry this way :/
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Forgot to post it earlier - made the stars blink a bit for some extra vibes โจโจโจ
(the video is sped up 4x)
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Current clouds implementation state: good enough, ship it
(jk, I just started)
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Sooo do I move on from the sky or do I nerdsnipe myself with clouds? Wrong answers only
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Btw the moon actually has correct moon phases & makes a full cycle in 30 in-game days, which is exactly the length of one season (spring/summer/etc)
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New additions to the night sky: moon and stars! โจ
I think it's the most beautiful sky I've ever made for a game, and it isn't even physically-based ๐
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Here's a simple way to make a star-shaped thing with a single formula:
color = pow(1.0-abs(p.x*p.y), 16.0) * smoothstep(1.0, 0.0, length(p))
(p is in [-1..1])
Thank you!
02.10.2025 12:38 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0Anyway, it was just a little rant about selecting cool screenshots, not an actual problem I'm trying to solve :)
02.10.2025 10:05 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Imo it's harder with a camera that can rotate around objects easily than with a typical first/third person camera, like in this video. Also they make the lighting sun a bit higher than the actual sun, but I was talking more about turning it left/right, - height isn't an issue.
02.10.2025 10:05 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0That would really break immersion in my case because the camera is so free
01.10.2025 16:17 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0The downside of having the sun on the sky is that it's hard to find a camera angle that makes both the sun & the sunset-lit objects nicely visible ๐
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