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Posts tagged #EngineDev

Cat Game - Solving Simulation Drift: Why Your Game Physics Needs Deterministic Atomic Buffers
Cat Game - Solving Simulation Drift: Why Your Game Physics Needs Deterministic Atomic Buffers YouTube video by p3nGu1nZz

New video just dropped: Why Your Game Physics Needs Deterministic Atomic Buffers. If you're building game engines or leveling up your GPU workflow, this one is for you.

๐Ÿ‘€๐Ÿ‘‰ youtu.be/g7cR3Nze5Es

#Vulkan #GameDev #GraphicsProgramming #Rendering #GPU #EngineDev #TechVideo #gpu #programming

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Tech Deep Dive: M9 Real-Time Ray Traced Lighting in V-Engine
Tech Deep Dive: M9 Real-Time Ray Traced Lighting in V-Engine YouTube video by p3nGu1nZz

New video just dropped: Advanced Lighting and Shadows with Vulkan. If you're building game engines or leveling up your GPU workflow, this one is for you.

๐Ÿ‘€๐Ÿ‘‰ youtu.be/M8iRAjoteDc

#Vulkan #GameDev #GraphicsProgramming #Rendering #GPU #EngineDev #TechVideo #gpu #programming

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DuskEngine can now use spritesheets & cycle through them. My first use case is for animated light halos (7 frames running at 10 fps here), which used to be done via scripting (changing the scale of the transform), but now all that overhead has been removed #gamedev #indiedev #enginedev #duskengine

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Would it be a very bad idea to use oklch during both authoring and rendering? Only having the last postprocess step convert it to sRGB?

Also: Yesterday I implemented postprocessing into my engine.

#enginedev #gamedev #indiedev

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Advanced Vulkan Rendering: Frame Graphs and Memory Management
Advanced Vulkan Rendering: Frame Graphs and Memory Management YouTube video by p3nGu1nZz

New video just dropped: Advanced Vulkan Rendering of Frame Graphs & Memory Management. If you're building game engines or leveling up your GPU workflow, this one is for you.

๐Ÿ‘€๐Ÿ‘‰ youtu.be/TUh5E04m3z0

#Vulkan #GameDev #GraphicsProgramming #Rendering #GPU #EngineDev #TechVideo #gpu #programming

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A debug render of a terrain with what looks like white ground fading into black. This grey shade is actually a debug visual representation of the amount of offset to apply to the palette used to render each triangle. The palette is 256 x 32 and has copies of each 256 block with increasing amounts of fog applied.

A debug render of a terrain with what looks like white ground fading into black. This grey shade is actually a debug visual representation of the amount of offset to apply to the palette used to render each triangle. The palette is 256 x 32 and has copies of each 256 block with increasing amounts of fog applied.

Terrain optimisation today ๐Ÿฅณ
I changed the way I passed the palette info into the shader (second vertex colour instead of a shader constant) and reduced the draw calls from 20-30 to just 1. Entirely pointless on 202X hardware, but it felt satisfying all the same. #gamedev #enginedev

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DuskEngine Devlog 4 - Asset Refcounting Edition The fifth devlog entry.

New #DuskEngine devlog posted, this one's richer than usual in implementation details: duskworks.net/blog/duskeng... #gamedev #indiedev #enginedev

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As Iโ€™m closing in on milestone_6 of #helios, Iโ€™m adding high scores and player lives as components and systems in my #ecs #gameengine - come join me!

twitch.tv/garagecraft_...

#twitch #streamer #gamedev #enginedev #indiegames #indiedev

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#helios now supports #GameState management and menu rendering. Next up: Implementing menu commands!

#gamedev #enginedev #indiedev #indiegames

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ECS refactor drop in #helios ๐Ÿ”ง
Value-type GameObject handles, tag-based filtering, centralized component registration, plus new unit tests.
#gamedev #cpp #ecs #indiedev #gameengine #indiegames #enginedev

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Progress Update: February 1st, 2026

January was a bit slow on the programming front, I tied up the few loose ends regarding sound work in the engine and put active development on the back burner a bit to focus on my art and sound skills. I hope to continue this approach for a few more weeks at least, and then begin work on the soundboard.

Progress Update: February 1st, 2026 January was a bit slow on the programming front, I tied up the few loose ends regarding sound work in the engine and put active development on the back burner a bit to focus on my art and sound skills. I hope to continue this approach for a few more weeks at least, and then begin work on the soundboard.

Just posted a monthly progress update on my website:
#enginedev #indiedev #gamedev

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DuskEngine Devlog 3 - Slow December (and January) Edition The fourth devlog entry.

New devlog for DuskEngine posted! Not a long one, as the past two months have been pretty slow. duskworks.net/blog/duskeng... #gamedev #indiedev #enginedev #duskengine

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If someone had told me a while ago that Iโ€™d be here - building collision detection and spawn systems in my own engine (that should have been a framework) - I probably wouldnโ€™t have believed them. Really happy with how far this has come.

#gamedev #indiedev #indiegames #enginedev

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Shadow maps with multiple light sources in a deferred renderer using DirectX 11.

Looking for other people interested in programming/C++/graphics

#gamedev #graphics #programming #enginedev #C++

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๐ŸŒŸ Spotlight: @garagecraft.games

back to #helios. tackling collision system and despawn logic.
laying groundwork for everything that comes next ๐ŸŽฎ

#enginedev #cpp #gamedev #indiegames #twitch...

๐Ÿ‘‰ bsky.app/profile/garagecraft.game...

#IndieSpotlight

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Twitch Twitch is the world

back to #helios. tackling collision system and despawn logic.
laying groundwork for everything that comes next ๐ŸŽฎ

#enginedev #cpp #gamedev #indiedev #indiegames #twitch #streamer

www.twitch.tv/garagecraft_...

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The Backend change vs the Client change ๐Ÿ’€
#gamedev #enginedev #indiedev #indiegame #reburn

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Level caps are now 99! Will most definitely need balancing, but came at a long awaited refactor to the card game engine that will greatly expand game design space
#gamedev #enginedev #indiedev #indiegame #reburn

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Progress Update: January 1st, 2026

I'm now mostly done with menu and mint sound settings and sound work in general, but there's still some testing and polish left to be done. I hope to get that work out of the way during January, and if possible begin work on a soundboard program.

Progress Update: January 1st, 2026 I'm now mostly done with menu and mint sound settings and sound work in general, but there's still some testing and polish left to be done. I hope to get that work out of the way during January, and if possible begin work on a soundboard program.

Just posted a monthly progress update on my website:
#enginedev #indiedev #gamedev

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Release Ceramic v2.1.0 ยท ceramic-engine/ceramic This release brings a new cross-platform shader system named Shade, and many more improvements and fixes. Changelog New Features Shade: New cross-platform shader system with GLSL output support A...

This end of year recap comes with an update of the engine: Ceramic 2.1, and itโ€™s new cross-platform shader language.

github.com/ceramic-engi...

#enginedev #gamedev #indiedev #opensource #haxe

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Screenshot of anisotropic metal material example

Screenshot of anisotropic metal material example

Screenshot of absorption-transmission material example

Screenshot of absorption-transmission material example

Screenshot of mirror-reflective material example

Screenshot of mirror-reflective material example

Screenshot of alpha-masked material example

Screenshot of alpha-masked material example

Just released v0.6 of TinyFFR (my .NET realtime 3D lib), now featuring support for much more material types!

Support for Linux, MacOS, Windows; and integrated with WPF, Avalonia, and WinForms.

tinyffr.dev | github.com/Egodystonic/...

#csharp #dotnet #gamedev #enginedev #graphicsdev

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Another year has passed. Let's take a moment to look back at what happened around my game engine Ceramic and what's coming next ๐Ÿ‘‡

ceramic-engine.com/blog/bye-202...

#gamedev #enginedev #indiedev #haxe #unity #solodev

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Stress testing my rendering library with lots of highly-subdivided polygons and way too many shadow-casting lights.

They kind of look like hot air balloons!

#csharp #dotnet #gamedev #enginedev #rendering

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Nothing beats the feeling of seeing a custom #engine turn code into living, breathing gameplay.

#helios #gameengine #enginedev #solodev #indiedev #indiegames

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I decided to transfer my game from Unreal Engine to my own #vulkan engine and as you can see it's going smoothly :P
#gamedev #indiedev #enginedev #noctuaryrl

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DuskEngine Devlog 2 - Entirely too much navmesh I've had enough edition The third devlog entry.

I've posted a new devlog entry for my engine, it's mostly about pathfinding but not only! duskworks.net/blog/duskeng... #gamedev #indiedev #enginedev #solodev

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While testing the texture UV scaling for my icosphere mesh generator, I accidentally somehow created a sierpinski fractal error ๐Ÿ˜„

#gamedev #csharp #dotnet #enginedev

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Progress Update: December 1st, 2025

Sound work continues. Last month I implemented soundset objects (which contain sound assets), and the Audio API (which allows you to play sounds & control currently playing sounds from Lua), but the last section of the work, menu sound settings, remains under development.

This month I hope to finish work on the menu sound settings and finalize the sound work.

Progress Update: December 1st, 2025 Sound work continues. Last month I implemented soundset objects (which contain sound assets), and the Audio API (which allows you to play sounds & control currently playing sounds from Lua), but the last section of the work, menu sound settings, remains under development. This month I hope to finish work on the menu sound settings and finalize the sound work.

Just posted a monthly progress update on my website:
#enginedev #gamedev #indiedev

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I got anisotropic metal working in my 3D rendering lib!

Quite tricky as the PBR impl I'm using expects tangent-space vectors but the maps tend to be polar angles.

Will be officially added to v0.6 of tinyffr.dev (+transmissive, emissive, clearcoat).

#csharp #dotnet #gamedev #enginedev

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Fun feature I've added to #DuskEngine, if there's a bunch of assets that need re-importing when the editor starts, instead of a black screen there's now a nice dialog showing the progress #gamedev #enginedev #indiedev

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