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bottosson.bsky.social
Making a cosy city building game. Also game programming teacher and consultant. Previously 10 years at Frostbite and EA DICE. Creator of Oklab. bottosson.github.io
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I'm playing around with the idea of reusing visibility information from the screen space ambient occlusion pass for getting contact shadows for the directional light. Not sure it's worth the complexity, just tracing a screen space ray might be better though. Some (quite technical) details below:

Working on lighting for my cozy town building game. Here is an experiment to see how far screen space lighting can be taken. Happy with how well it works already, but will be a lot more stable when combined with some low res but more accurate radiance/visibility information.

I'm working on a AO and GI for my game. For that reason I'm extending Mirko Salm's GT-VBAO (in turn based on @volfaze.bsky.social's work). I've done two things so far: - Sampling a distant light instead of computing AO - Added a heuristic for estimating occluder thickness Details and links below

Finally time to make some improvements to the rendering of my cozy town building game. I just got a first version of screen space ambient occlusion working, using GT-VBAO. I've known this for a long time, but it still amazes me how much of a difference ambient occlusion makes.

Got a first version of terrain painting working in my cozy town building game. Will also be used to control where fluffy grass goes among other things. #indiegames #cozygames #gamedev

The building grid in my cozy town building game now adapts as you are building to align with existing buildings. Makes it a lot easier to build larger buildings. It also adapts to the terrain and you still get slightly curved buildings. Also only showing the grid where the mouse is now.

You can now add windows and doors in my cozy town building game. It automatically selects between windows and doors depending on how tall the opening is and if it is close to ground or a floor. #gamedev #indiegame #cozygames

Playing around with the building tool in my cozy town building game. I made some small tweaks to the rules for how roofs form, but the impact on how the tool feels is much bigger than I expected. Starting to feel really nice to build now 🏗️🏘️

The automatic roof generation in my cozy town building game is slowly getting there! Now at the point where I can somewhat reliably enumerate the remaining issues!

Solved a few more bugs in the roof generation. Here's some of the variation you can create now using just four tiles. #gamedev #indiegames #cozygames

Making a large rock arch and building some houses in my work in progress little island town building game! #screenshotsaturday

Working on roofs in my cozy building game. It's really starting to come together to something fun to explore and play around with. #indiegame #cozygames #cozygames

Got a new ruleset working for when roofs are created. Really liking the flexibility it gives. In particular the new staggered roofs you can create Still some issues in the mesh generation to work out though! #gamedev #indiegame

Working on a new version of the logic for determining where roofs go for my game. The idea is that the player places walls and floors and then roofs are automatically places based on that. The method is very similar to wave function collapse, but very constrained. #procedural #indiegame #gamedev

Feeling good about how wall intersections are handled in almost all cases now! Makes it really fun to play around with all the different wall shapes and angles and seeing how they join up. This is how I want everything to feel like in my cosy town building game. #cozygames #indiegames #gamedev

Slow but steady progress on my cosy town building game. Fixed a case where walls would intersect to form an awkward extra edge. Both annoying and satisfying to find and work out all the little edge cases!