implemented realtime raytraced reflections (Vulkan Hardware RT) #gamedev #indiedev #screenshotsaturday
Posts by Lewa
Playing around with artstyles (again). Using realtime raytracing effects. (Shadows, AO and reflections.)
Shadows and AO work fine but still having trouble finding a good way to denoise (soft) raytraced reflections without introducing visible ghosting. #Gamedev #indiedev
Implemented hardware raytraced world space ambient occlusion (RTAO). No baked lighting. Using 2 rays per pixel (1 ray + 1 bounce) by default and increasing it up to 5 (adaptive sampling) to reduce noise if nessecary. Has still a bit of image instability. #gamedev #indiedev
Working on custom vehicle physics and realtime raytracing in vulkan. Raytraced shadows, specular occlusion and 2 bounce world space ambient occlusion implemented. Still have to work on a denoiser (using higher ray count in the video to compensate). Higher quality video on YT. #gamedev #indiedev
Testing large scale dynamic rigidbodies. Wanted to have dynamic objects with interiors. Had to manually decompose the aircraft carrier into convex pieces (80+ in total). In this case the carrier can fall from the sky once damaged. #gamedev #indiedev #vulkan #c++
Testing out a small mission/encounter intro animation. (Airplane dropping into freefall from underside a larger carrier ship.) WIP and not final. Just playing around with ideas.
#gamedev #indiedev #vulkan #c++ #raytracing #screenshotsaturday
Working on NPC battleships. Testing buoyancy simulation with rigidbodies. Taking gerstner waves into account. #gamedev #indiedev #vulkan #c++ #raytracing
A short combat clip of my WIP low-poly arcade flight game. Working on encounter/enemy designs. #gamedev #indiedev #vulkan #c++ #raytracing
Managed to implement inverse kinematics in my engine (for procedural animations). Short clip with a placeholder 3d mesh for one of the enemytypes. #gamedev #indiedev
A small progress update of a WIP arcade flight game i'm working on. Written in C++ and using the Vulkan Graphics API. #gamedev #indiedev
Higher quality video on my YT channel:
www.youtube.com/watch?v=QKiY...
Played around with gerstner waves parameters (4 waves in total) to model/animate a low-poly ocean. RT effects work thanks to g-buffer sampling for the first ray hit. (No BVH construction nessecary.) #gamedev #indiedev
Played around with color grading/tonemapping (filmic tonemapper + custom 3D LUT for color grading.) Also testing predictive aiming for AI (in this case turrets). Works ok-ish but aim is still slighly off. Amount of bullets exaggerated for comedic effect. #gamedev #indiedev #vulkan
Nothing that exciting to show of at the moment. Added a low-poly tornado (wip) for the games sandbox. #gamedev #indiedev #vulkan #C++
Trying to mix up how resource aquisition works. Implemented something akin to a "fulton recovery system" ingame. You can attach a weather baloon to objects (with projectiles) which then get collected automatically once they reach a certain height in atmosphere. #gamedev #indiedev #screenshotsaturday
Was debugging a weird timing related issue in my gameloop implementation and found out that std::chrono::system_clock is not guaranteed to be monotonic. (= value does not always go up. Can be adjusted by the system in the opposite direction.) Was not even aware that this is a thing up until now.
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
More RT experiments. Added basic translucent cloud shadows. (Ray distance is set to 10km.) Using alternating checkerboard rendering and temporal accumulation for denoising. Shadow RT workload is at around 0.5 ms on a mobile RTX 3070 at 1080p. Still have to fix smearing artifacts. #gamedev #indiedev
Nothing that fancy to show as of right now. Doing some background engine related work/improvements and experimenting with various tonemappers. Implemented a 3D hud prototype that's partially working (don't have an editor yet / have to set the correct transforms in code.) #gamedev #indiedev
Screenshots of the arcade/flight battle game i'm working on. (WIP) Playing around with large battleships/entities flying around in the sky. #gamedev #indiedev
Posted a small demo of my first (basic) hardware raytracing implementation in C++/Vulkan. (Shadows, AO & specular occlusion.)
Denoising is still missing. But i'll get there.
#gamedev #indiedev #vulkan #raytracing #solodev #IndieGameDev
www.youtube.com/watch?v=ic8L...
First post here.
Here is a little video demo/showcase of my vehicle physics implementation in C++/Vulkan. (Raycast based wheels with Pacejka based tire model.)
www.youtube.com/watch?v=oPMq...