AVBD turned out to be much harder to program compared to XPBD. I suspect there still are lots of bugs in my solver, but the biggest issue right now seems to be stable contact generation/maintenance... #gamedev #indiegamedev #gamephysics
AVBD turned out to be much harder to program compared to XPBD. I suspect there still are lots of bugs in my solver, but the biggest issue right now seems to be stable contact generation/maintenance... #gamedev #indiegamedev #gamephysics
Start adding physics to my engine. First goal: make it not blow up... #gamedev #gamephysics
Improving my motion retargeter. Now it correctly handles neck/forefoot rotation and limb orientation. Also places retargeted limbs more accurately now, so way fewer temporal glitches. If only the feet remain grounded... #IndieGameDev #GameAnimation #3danimations #gameenginedev #gamedev #indiedev
Testing my auto control rig retargeting setup with a much more demanding dancing motion from Geno Motorica. I think it's holding up pretty well. Time to move on to the next goal: train an autoencoder for poses. #IndieGameDev #GameAnimation #gamedev #3danimations #gameenginedev #indiedev
Finally! The retargeting setup based on my control rig auto generator is now working. Source motion from geno_laforge_ZeroEGGS. Next goal: solve sliding and ground penetration somehow. #IndieGameDev #GameAnimation #gamedev #3danimations #gameenginedev
Spent way more time than I'd like to admit implementing this biped skeleton detector and automatic control rig generator. But now that it's working I feel glad. Next: animation retargeting in control rig space. #IndieGameDev #GameAnimation #gamedev #3danimations #gameenginedev
Happy New Year!
Made little progress on the actual game, but all in all I'm pretty happy with my coding progress in 2025: I got a new Vulkan testbed up and running.
Here is the latest piece: initial work on a new fullbody IK system, classical DLS IK with nullspace secondary goal. #indiegamedev
Slowly adding stuff into my new renderer. Got animation and skinning working today. Also, EON with high roughness looks kinda ok on anime characters? Need to add more materials next... #indiegamedev #้พใฎใจใซใกใใ
Just fixed a nasty bug in my visibility mask calculation. Now my SSGI based on #RadianceCascades looks really nice and stable! GI pass takes ~3.5ms when targeting 4k on RTX4080 rn. Scene is lit only with direct sunlight + GI from SSRC, no ambient. #IndieDev #graphicsprogramming #IndieGameDev
Getting textures into my vulkan renderer.. #GraphicsProgramming #indiedev #indieGameDev
Making progress..
Adding materials to my renderer, one brdf at a time... Here goes a golden(?) bike. #graphicsprogramming #rendering #indiedev #gamedev
Material babysteps... #graphicsprogramming #indiedev #indiegamedev
Materials turned out to be hard. But I'm making progress! I guess.. Here is me trying to fit LTC to some ggx brdf. Auto differentiation in Slang is nice. #graphicsprogramming #indiedev #indiegamedev
Ok I'm pretty satisfied with my SSRC implementation now. Next step: add some actual materials. #IndieGameDev #IndieDev #graphicsprogramming #RadianceCascades
I really should've been doing more productive stuff, but playing with artifacts of RC has been too interesting.. #GraphicsProgramming #RadianceCascades #IndieDev #IndieGameDev
Ok 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
Some 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
Fixing more issues in my screenspace #RadianceCascades implementation. Merging still seems problematic though. #graphicsprogramming #indieGameDev
Learning 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
Wrote 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
Implementing basic PCF for my virtual shadow map. Looks stable enough to me now! #graphicsprogramming #gamedev #IndieGameDevs
Implementing 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
More 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
Here goes the video. #indiedev
Making 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
Adding SSAO to my new renderer. I think the raw ao output looks OK now, need to look into filtering next. #graphicsprogramming #vulkan #IndieGameDev
Making progress on my new Vulkan renderer. It's starting to look like an actual engine now!.. #indiedev #gamedev #graphicsprogramming
Learning radiance cascades. #graphics #indiedev