Putting it all together:
- Create rgbd bodyparts from mesh.
- Link those parts together with stiff pos constraints.
- Playback anim on a duplicated skeleton.
- Link to the duplicates using soft-ish ang/pos constraints.
- Double-spring for smooth root motion following. #gamephysics #indiegamedev
Posts by luxko
Implementing active ragdolls using my own physics engine. I think I'm on the right track, but there are way too many parameters and lots of tweaking to be done... #indiegamedev #gamephysics
Adding drag to my joints and stablizing my solver. The freefall sequence looks okay to me now. Need to look into active ragdolls next... #GamePhysics #IndieGameDev
Adding joints to my solver. A bit glitchy at the moment, I think my mesh contact generation may be buggy. But hey! It's not exploding. #gamedev #gamephysics #indiegamedev
My AVBD solver is getting.. reasonably stable?... #gamedev #gamephysics
Seems like it's just hard to get the EPA contacts to behave stably. Feels good when it does though.
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