built a game engine, now building games in it. dithered flight-sim in space.
#gamedev #pixelart #indiegame
a valley of lights;
c++, vulkan, pbr, ibl;
custom game engine made from scratch;
#gamedev #rendering #indiedev
rendering this beautiful model in my custom vulkan renderer made from scratch. i am very happy with how the lighting turned out
#gamedev #techart #rendering
custom game engine made from scratch with vulkan and some nice glassy speculars here.
#gamedev #techart #rendering
finally implemented sky and environmental lighting:
IBL, diffuse irradiance cubemap + prefiltered specular + split-sum BRDF LUT, Fresnel-Schlick.
#gamedev #techart #rendering
bloom in my custom engine:
soft-knee threshold, dual filter Kawase, Karis-averaged 13-tap downsample cascade, 9-tap tent upsample, additive blend, 5 passes - aka O(log n).
#gamedev #techart #rendering
yo, another pixel-art render from my custom c++ game engine while i am working on compute.
basic compute support on graphics queue in already in. i'll have to move it to a dedicated queue.
#gamedev #techart #screenshotsaturday
model by tacocrepe (CC BY 4.0)
skfb.ly/oLZIp
gm, cooking my custom c++ game engine. some more pixelart post-processing shaders today. i think this one looks kinda cool as well.
#gamedev #techart #screenshotsunday
gm, put together a quick depth of field in my custom c++ game engine last night.
#gamedev #techart #screenshotsaturday
model by Omar Faruq Tawsif (CC BY 4.0)
skfb.ly/oBuAM
