@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 random
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Some more refraction tests. Not sure if these bottom glass balls should look a bit brighter, though...

lisyarus, to random
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Admittedly disabling ambient lighting makes things look much cooler

lisyarus, to random
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Here's the layout of the scene in more understandable colors

lisyarus, to random
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Beware of the glass orb

lisyarus, to random
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Another Cornell box raytracing doodle :3

lisyarus, to random
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Giving a lecture after barely 5 hrs of sleep after you've been preparing said lecture the whole night is, well, not on my list of nice things

Here's a cute pic tho

lisyarus, to random
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What I love raytracing for is that it is just a bunch of formulas that bring you joy

lisyarus, to random
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Me on Sunday: well I've done maybe...50% of preparations for the raytracing course. Good, good
Me on Monday: realising it was actually about 10%

(course starts on Tuesday)
((today is already Tuesday in my time zone))
(((send help)))

lisyarus, to random
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This spring I'm teaching a small CPU raytracing mini-course, covering material similar to
Peter Shirley 's book series. Currently planning out the very first practice assignment :)

lisyarus, to random
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Good news: now my GPU fan won't wake me up at night with awful noise

Bad news: my GPU doesn't have a fan anymore

lisyarus, to random
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Trying an entirely different visual style for the houses: just flat-colored whitewashed mud/cob walls and thatched roofs. Not sure about the look, it seems to ask for at least some detail here and there...

lisyarus, to random
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Goal-oriented planner goes brrrrrrrrr

image/png

lisyarus, to random
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Seen some perlin noise in the wild

lisyarus, to random
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So I'm planning to try using goal-oriented AI (GOAP) for this project. Anybody got some suggestions, advice, resources, or strong opinions on this pattern?

lisyarus, to indiegames
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Here's the final look (for now) of campfires and smoke. I reeeeeally need to work on more important things now >_>

video/mp4

lisyarus, to random
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I haven't been out for a while, is this still how smoke from fires works?

video/mp4

lisyarus, to indiegames
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Been mostly refactoring lately, but here are some cute fires 🥰 I'll definitely animate them later, just need to concentrate on more important stuff right now.

Also please ignore the glitching shadows 😅

video/mp4

lisyarus, to random
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Implemented a basic day-night cycle. I promise this is important for some gameplay that's coming soon :D

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lisyarus, to random
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A forest with occasional mushrooms? I've got something better: a mushroom forest with occasional trees :3

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lisyarus, to random
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Thinking of how point lights should look in the game. It seems that cel shading with intensity unevenly quantized by distance, together with computing maximum intensity among all lights (instead of summing them up) in each pixel, works pretty fine.
I might have to reduce the geometric complexity of walls & roofs, though, - moving lights flicker on them too much.

video/mp4

lisyarus, to random
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Added a few mushrooms :3

lisyarus, to random
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Implemented fully 3D pathfinding (it worked only on terrain before). I don't have stairs yet to test it properly, but I can connect floors to nearby terrain :3

Also A* is now bidirectional & supports many starting and ending points in a single search, which fixes many issues.

video/mp4

lisyarus, to random
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Working on some pathfinding :3

video/mp4

lisyarus, to random
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The next devlog about my village building game is out! Check it out:

https://www.youtube.com/watch?v=2DguAOHpZ8c

lisyarus, to random
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Trying to bring order to the project's kanban board with some colored tags as the number of tasks grows uncontrollably 😓

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