@lisyarus@mastodon.gamedev.place
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lisyarus

@lisyarus@mastodon.gamedev.place

He/him

I live in a totalitarian state, teach computer graphics, and make videogames

Check out my cozy traffic simulator: https://store.steampowered.com/app/2403100/Costa_Verde_Transport_Department/

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lisyarus, to steam
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My first ever Steam game - Costa Verde Transport Department, a cozy traffic simulator - is OUT ON STEAM RIGHT NOW!

https://store.steampowered.com/app/2403100/Costa_Verde_Transport_Department

Thanks to everyone for the enormous support. Many things went wrong during the development process, but at least I learnt a lot and managed to release a game :)

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lisyarus, to random
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My cozy traffic simulator Costa Verde Transport Department will participate in next week! The demo releases just at the beginning of the fest, and the best thing you can do now is to wishlist the game!

https://store.steampowered.com/app/2403100/Costa_Verde_Transport_Department/

lisyarus, to random
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My cozy traffic sim demo is available RIGHT NOW as part of Steam Next Fest! Almost a year of work and it's finally done - go try it, and don't forget to wishlist the game :)

https://store.steampowered.com/app/2403100/Costa_Verde_Transport_Department/

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lisyarus, to random
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I'm a bit late to the party, but I've been making my own game engine for about 3 years now, and here are my few cents on whether or not to roll your own game engine, how to do that, and what a game engine even means:

https://lisyarus.github.io/blog/programming/2023/09/15/so-you-want-to-make-a-game-engine.html

lisyarus, to random
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Earlier this year made a post about a 2D soft-body physics engine, which involved 2D shape matching. Recently I did some cloth simulation, and the same problem emerged again, but in 3D! So, here's a post about 3D shape matching :)

https://lisyarus.github.io/blog/math/2023/12/26/3d-shape-matching-with-quaternions.html

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lisyarus, to random
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New blog post: Demystifying multiple importance sampling

It is a simple thing that turns out to be confusing to a lot of us rendering engineers. I try to explain it in detail here with path-tracing examples!

https://lisyarus.github.io/blog/posts/multiple-importance-sampling.html

lisyarus, to random
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This day has come: Costa Verde Transport Department has a Steam page! It is a road building & traffic simulation game I'm working on using my own engine. Wishlist it! :)

https://store.steampowered.com/app/2403100/Costa_Verde_Transport_Department/

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lisyarus, (edited ) to random
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To all players who've faced sound issues after playing the game for a while: I've identified the problem (a nuanced audio resampling bug in my audio mixing library), the fixed version is already on Steam!

As always, go try my first released game, I worked hard for almost a year to make it :)

https://store.steampowered.com/app/2403100/Costa_Verde_Transport_Department/

lisyarus, to random
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I was always dissatisfied with my WebGL atomic orbital visualizer, so...I made a new one 😅

It shows (real-valued versions of) all orbitals from 1s to 4f, can switch between density cloud and isosurface modes, and it also just looks cool 😎

https://lisyarus.github.io/webgl/orbitals.html

lisyarus, to random
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The final pre-release devlog of my Cozy Traffic Simulation game is out! Covering 4 months of progress, including 2 months of burnout >_>

Enjoy! :)

https://www.youtube.com/watch?v=1UV5euaO8X0

lisyarus, to gamedev
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A few folks asked for an infinite flat map for Costa Verde. Of course I can't make it infinite, but simply flat sounds too boring, so I'm making an almost-flat map instead :3
This will be available in a minor update which I'll release sometime this week.

lisyarus, to random
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I'm slowly returning to the development of my village building game, and what's a better way to do that other than making a new devlog! :3

https://www.youtube.com/watch?v=iE3p30PfiVI

lisyarus, to random
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Final touch: showing tooltip images when the game is loading, because I don't have time for a proper road-building tutorial >_>

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lisyarus, to gamedev
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Added actual lights to the lanterns. The colors need some tweaking but the overall impact is amazing, the nighttime look of the city is so much cooler now!

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image/png

lisyarus, to random
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Worked for several days on this: here's the first devlog for the chill traffic simulation game I've been working on :)

https://www.youtube.com/watch?v=s-G0GoJEwds

lisyarus, to gamedev
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Yay, it works! So instead of just mixing with the previous frame, I'm mixing with a temporally reprojected previous frame, which eliminates the dizzy blurring due to camera movements and only preserves the "motion blur" of the cars.

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lisyarus, to random
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Recently I made a demo project on WebGPU, rendering the classic Sponza scene with shadows and cloth & water simulation. My goal was mostly to learn WebGPU, test if it is production-ready, and have some fun on the way.

Here's are my thoughts on WebGPU and the project itself ⬇️

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lisyarus,
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My conclusion is that WebGPU is a good API, at least for my needs. I guess if you're a big studio, you better wait several months until things stabilize enough, but for a hobbyist like me it is already good enough, and I'll use WebGPU for my next big game project :)

By the way, the project source code is right here: https://github.com/lisyarus/webgpu-demo

I've tried to make the code relatively readable, but there are still a few 3k LOC files there :)

lisyarus, to random
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✨ Roguelike
🤖 Sci-fi
⛏ Mining & crafting
⏳ 2+ hours of content
😺 Cats

I made a roguelike in 7 days for and I think it turned out amazing! I'd be sooo happy if you tried it out: https://lisyarus.itch.io/mars-2112

Boosts much appreciated 👉 👈

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lisyarus, to random
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I made the last devlog about Costa Verde, discussing how did the release go, and sharing some post-release thoughts.
Enjoy!

https://www.youtube.com/watch?v=opRZYm_L2Hs

lisyarus, (edited ) to random
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My students said this could be a sick album cover

That's something like 1 million tiny colored spheres that I used to test the BVH in our raytracer

lisyarus, to random
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I've completely remade my blog! Changed the design, improved the look of formulas, fixed broken links and typos, etc.

I was thinking of making a thread with my favourite articles, but that would be about a dozen of them, so I'll just drop the blog link here :)

https://lisyarus.github.io/blog/index.html

lisyarus, to random
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GPU folks, say I'm writing a bare-bones non-realtime GPU raytracer (in compute, w/o rtx kernels). Does it make sense to store geometry as non-indexed, to skip fetching triangle data and fetch vertices directly?

lisyarus, to random
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Still trying to implement proper transparent bsdf in my raytracer (instead of hard-coding the refraction ray). Multiple sources and implementations use different formulas and neither of them works 😆

Also I have no idea what's happening on the screenshot

lisyarus, to random
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So apparently my student and I found two separate errors in the glTF reference BRDF specification, yikes.

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