old school multiplied vertex colours are so op
Posts by jack
maybe I will integrate it fully into the engine over a few weekends at some point, see if I can get it rendering my game at vsync fps
took sunday off from working on the game to mess around adding a software renderer to my engine. it's _really_ slow but not as slow as I thought it would be, even with scrappy first-pass code & really dumb multithreading. #gamedev #indiegame
visualisation of how I handle trianglesoup collision in my engine,
#gamedev #gaming #indiegame
point lights were feeling a bit flat so I added some screen space fake glow around them, simple solution but I quite like it. (ignore the ssao visual bugs pls) #gamedev #indiedev #indiegame #rendering #graphics #solodev #indie
Hirō Isono’s famous Mana Tree artwork for Secret of Mana (SNES) ❤️
rewrote some of my release build stuff, release executable is now 400kb, ~70k loc engine code + ~20k loc game code, and then 2 resource binary files, prettty cool. the gold standard has got to be Animal Well by Billy Basso, it's a single 32mb exe! #gamedev #indiedev #programming #indiegame #solodev
Metal Garden is on Steam front page as part of today's Daily Deal!
It's also at it's lowest price ever! I hope you enjoy it! :)
store.steampowered.com/app/3539440/...
3d base model by Guillermo M. Leal Llaguno
3d base model by Guillermo M. Leal Llaguno
3d scene in a custom game engine displaying bloom and ssao rendering
working on improving some rendering passes today. I love bloom! I especially like the look of heavy ps2 bloom, #gamedev #indiedev #gameengine
oops, I forgot to remove my desktop audio
another old sdf experiment, this was more or less the kinda thing I had for the sdf line renderer I mentioned in my last post... though less spider like. #gamedev #indiedev #gameengine #spider
congrats!
old sdf rendering that used to be in my engine. before I implemented my line renderer I actually used sdfs as my line rendering... it was pretty slow. this is from before I moved from opengl to directx. sdfs are really cool. #gamedev #indiedev
cursed with having to know how everything works and implementing everything from scratch even tho libraries exist #gamedev #indiedev #programming #indiegames
my previous post didn't exactly show off the bloom very well, here is a small clip from around the same time! (dark souls 1 undead burg, anyone? :) ) #gamedev #indiedev
early screenshot of my bloom pass from a few months ago. i might post some of the old WIP clips and images of game engine work from the last couple years, kinda cool seeing the progress (and fails). #indiegame #gamedev #indiedev
old school collisions, pretty simple setup, just AABBs, spheres, and triangle soups. the green mesh (triangle soup) is the terrain collision for this level. tech straight out of the late 90s/ early 2000s! #gamedev #indiegame
here's the first public screenshot of my game engine! this is one of the test levels i made for implementing new rendering stuff
#indiegame #gamedev
hi, i'm Jack, i'm planning on finally starting to post about my game engine & game,