Joined November 2011
331 Photos and videos
May 16
Implemented spotlight shadowmapping (PCSS). Shadows get softer with distance. Not entirely accurate compared to ground truth raytraced shadows. (But it's cheaper). Still WIP. #gamedev #indiedev #screenshotsaturday
1
28
May 15
Rasterized point- & spotlights via clustered rendering are working now. (White on the left is spotlight.) Spotlights will be used for car headlights. Don't have Restir DI yet so raytracing will have too many temporal artifacts for that usecase (hence the workaround.). #gamedev
1
22
May 13
For those interested, a little demo of realtime raytraced diffuse lighting (alongside raytraced reflections and RTAO). No prebaked lighting. Running on a custom engine/framework (C & Vulkan). #gamedev #indiedev
2
60
May 13
Raytraced diffuse lighting is implemented in-engine, but still need "traditional" rasterized lights for a specific usecase. Started implementing clustered shading. (Green marks affected tiles, yellow shows the contained pointlight within it) #gamedev #indiedev
2
47
6 Dec 2025
implemented realtime raytraced reflections (Vulkan Hardware RT) #gamedev #indiedev #screenshotsaturday
4
100
5 Aug 2025
Playing around with artstyles (again). Using realtime raytracing effects. (Shadows, AO and reflections.) Shadows and AO work fine but still having trouble finding a good way to denoise (soft) raytraced reflections without introducing visible ghosting. #Gamedev #indiedev
1
5
333
14 Jul 2025
Implemented hardware raytraced world space ambient occlusion (RTAO). No baked lighting. Using 2 rays per pixel (1 ray 1 bounce) by default and increasing it up to 5 (adaptive sampling) to reduce noise if nessecary. Has still a bit of image instability. #gamedev #indiedev
6
197
24 Jun 2025
Working on custom vehicle physics and realtime raytracing in vulkan. Raytraced shadows, specular occlusion and 2 bounce world space ambient occlusion implemented. Still have to work on a denoiser (using higher ray count to compensate). Higher quality vid on YT. #gamedev #indiedev
3
142
4 May 2025
Testing large scale dynamic rigidbodies. Wanted to have dynamic objects with interiors. Had to manually decompose the aircraft carrier into convex pieces (80 in total). In this case the carrier can fall from the sky once damaged. #gamedev #indiedev #vulkan #cpp
7
157
3 May 2025
Testing out a small mission/encounter intro animation. (Aircraft dropping into freefall from underside a larger carrier ship.) WIP and not final. Just playing around with ideas. #gamedev #indiedev #vulkan #cpp #raytracing #screenshotsaturday
1
8
171
25 Apr 2025
Working on NPC battleships. Testing buoyancy simulation with rigidbodies. Taking gerstner waves into account. #gamedev #indiedev #vulkan #cpp #raytracing
5
103
20 Apr 2025
A short combat clip of my WIP low-poly arcade flight game. Working on encounter/enemy designs. #gamedev #indiedev #vulkan #raytracing
2
2
9
374
30 Mar 2025
Managed to implement inverse kinematics in my engine (for procedural animations). Short clip with a placeholder 3d mesh for one of the enemytypes. #gamedev #indiedev
5
71
19 Mar 2025
A small progress update of a WIP arcade flight game i'm working on. Written in C and using the Vulkan Graphics API. #gamedev #indiedev
6
114
26 Feb 2025
Played around with gerstner waves parameters (4 waves in total) to model/animate a low-poly ocean. RT effects work thanks to g-buffer sampling for the first ray hit. (No BVH construction nessecary.) #gamedev #indiedev
5
89
17 Feb 2025
Played around with color grading/tonemapping (filmic tonemapper custom 3D LUT for color grading.) Also testing predictive aiming for AI (in this case turrets). Works ok-ish but aim is still slighly off. Amount of bullets exaggerated for comedic effect. #gamedev #indiedev
5
180
10 Feb 2025
Nothing that exciting to show of at the moment. Added a low-poly tornado (wip) for the games sandbox. #gamedev #indiedev #vulkan
3
74
1 Feb 2025
Trying to mix up how resource aquisition works. Implemented something akin to a "fulton recovery system". You can attach a weather baloon to objects which then get collected automatically once they reach a certain height in atmosphere. #gamedev #indiedev #screenshotsaturday
1
10
195
26 Jan 2025
Was debugging a weird timing related issue in my gameloop implementation and found out that std::chrono::system_clock is not guaranteed to be monotonic. (= value does not always go up. Can be adjusted by the system in the opposite direction.) Wasn't aware that this can happen.
1
66
26 Jan 2025
Managed to properly expose/implement jolt-physics constraints in my engine. So now you can grab stuff from the ground. (Both the player and the grabbed object are dynamic rigidbodies.) #gamedev #indiedev #screenshotsaturday
2
1
10
393