Lewa @Dev_Lewa
Indie Game-developer. Developed "Celaria" (https://t.co/T7IqwKt0XL). Bluesky: https://t.co/HvJCg3Kkxv YT: https://t.co/Jyf2yIktzA celaria.com Austria Joined November 2011-
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Implemented spotlight shadowmapping (PCSS). Shadows get softer with distance. Not entirely accurate compared to ground truth raytraced shadows. (But it's cheaper). Still WIP. #gamedev #indiedev #screenshotsaturday
Rasterized point- & spotlights via clustered rendering are working now. (White on the left is spotlight.) Spotlights will be used for car headlights. Don't have Restir DI yet so raytracing will have too many temporal artifacts for that usecase (hence the workaround.). #gamedev
implemented realtime raytraced reflections (Vulkan Hardware RT) #gamedev #indiedev #screenshotsaturday
Testing out a small mission/encounter intro animation. (Aircraft dropping into freefall from underside a larger carrier ship.) WIP and not final. Just playing around with ideas. #gamedev #indiedev #vulkan #cpp #raytracing #screenshotsaturday
Working on NPC battleships. Testing buoyancy simulation with rigidbodies. Taking gerstner waves into account. #gamedev #indiedev #vulkan #cpp #raytracing
@bandinopla It's not flatshading. (At least not entirely.) Most objects have a faint noise-like texture applied to them. Helps with depth perception and makes objects stand out more without being visually jarring. (It's a small but noticeable difference.) Video compression hides this here.
A short combat clip of my WIP low-poly arcade flight game. Working on encounter/enemy designs. #gamedev #indiedev #vulkan #raytracing
Trying to mix up how resource aquisition works. Implemented something akin to a "fulton recovery system". You can attach a weather baloon to objects which then get collected automatically once they reach a certain height in atmosphere. #gamedev #indiedev #screenshotsaturday
@FracturesAudio Not at that stage yet but once the time comes i'll be looking for a composer. :) The game will go more towards an arcade air combat game with (likely) some roguelike elements. Still working on the sandbox and figuring out what works as i go.
Managed to properly expose/implement jolt-physics constraints in my engine. So now you can grab stuff from the ground. (Both the player and the grabbed object are dynamic rigidbodies.) #gamedev #indiedev #screenshotsaturday
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