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vercidium.com
Game engine developer from Australia, I’m keen to share what I’ve learned about optimising games. youtube.com/vercidium
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Here's a sneak peek of the animations for my next YouTube video on Raytraced Audio. I'm using these wooden buildings to highlight issues with classic 'room-based' audio environments. Check out the thread for the making-of:

My engine now supports multiple point-shadows Now you can grab a torch and explore the darkness #gamedev

Really starting to think I should turn this into a game 😅 Ready for the new Valheim? #gamedev

Before and after adding small clovers. Small details like this make the world feel more full and interesting #gamedev

New sunset colours and shadows. Before the world was going completely dark at the same time the sun set, when in reality that doesn't happen until after sunset. #gamedev

I fixed grass shadows recently and the difference is night and day. Lighting makes such a difference #gamedev

Here's another mind bending animation about how 3D rendering works (it's all an illusion) I talk about it more in this free article: www.patreon.com/posts/118330... #gamedev

Check out these bloom effects It uses a HDR colour buffer, which can store colours greater than 255. If a colour is 300 or brighter, it is extracted into a separate buffer, then downsampled 8 times and upsampled 8 times When applied to the scene at 10% strength, metal surfaces are nice and shiny:

After spending 7 years learning OpenGL, I finally have stable shadows. No more flickering! Shadows and clip/light/view space have always confused me. And they still do. #gamedev

Block select is so useful. Use Shift + Alt to select multiple lines, then Home, End and Ctrl + Arrow Keys to navigate left and right. This refactor would take so long without it! #gamedev

Hundreds of errors in Visual Studio, we meet again! After refactoring shaders to support hot reloading (which is awesome) I realised the way textures were bound to shaders wasn't great. So now, I'm refactoring shaders... again...

Shader Hot Reloading is working! If the current shader string is different to the last, the shader gets recreated and its uniforms are reconnected. Also if the shader string is invalid (e.g. syntax error), it will revert to the last working shader. #gamedev

The shader refactor is complete and the project is building again. Now it's time to fix all the runtime bugs 😅 The codebase is much leaner though: 157 files changed 4860 insertions 8485 deletions Net: 3625 lines deleted #gamedev

Working on a huge shader refactor today, with the goal of being able to hot reload shaders. Each shader used to be two large strings (one for the fragment shader and one for the vertex shader), but now they are constructed from these 5 strings. This keeps uniform and varying names consistent too!