backspc3

@backspc3.clover-work.shop

Game dev passionate about graphics and engine programming. Currently making a 2D engine for Soloonar.

Since I moved to Tokyo, I’ve been getting into shaders more and more. About 10 days ago I vjd for some Japanese friends at a cafe in Kitami, live coding GLSL from scratch. I’ve also been playing around in my free time, live reactive/interactive visuals are the shit!

Engine is progressing, we now have a primitives API, which allows us to draw rectangles, quads, triangles, lines etc with transparency. Also added very simple Flipbook style animations, taking advantage of the engines automatic atlas builder. Fixed text being affected by shake too 😅.

this is a menu i almost finished for a project that i ended up dropping. i made everything, from the sfx and music to the visual assets. the water later on evolved into the penguin project's water. the music has different instrument tracks depending on if you are in the options or not

I’ve been away for a while, but I finally managed to release the game! Adapt and keep moving if you want to reach the top of the leaderboard! Exvera is out! ⬇️Link below ⬇️

Solunar (Soloonar?) is coming along nicely! turns out writing your own engine from scratch is a lot of work.. but that's fine 😅 these shadows are based on the Rain World approach by @joar-lj.bsky.social, which i did my dissertation on! now @backspc3.clover-work.shop added some of his magic ☘️

backspc3@backspc3.clover-work.shop · 9mo ago

This is a snippet of the engine me and @jak2.clover-work.shop are building for our new game we're working on. As of typing this tweet, the engine is capable of rendering about 65k sprites at 200 fps on my laptop 4070. We also implemented a custom and small font system for text rendering!

This is a snippet of the engine me and @jak2.clover-work.shop are building for our new game we're working on. As of typing this tweet, the engine is capable of rendering about 65k sprites at 200 fps on my laptop 4070. We also implemented a custom and small font system for text rendering!

Working on 2D Global illumination for a university dissertation I have to write. I am now done with the naive GI solution using raw ray marching for every pixel with a simple noise function and no SDF.

Re-posting some results I previously shared on Twitter :) These results are from a demo project I made for Radiance Cascades in 3D. It took quite some debugging & iterating to get here, but these results are very exciting. If all goes well I will be working on a production ready version very soon :D

Blue & green emissive cubes rendered with Radiance Cascades.Part of a Menger sponge with sky lighting rendered with Radiance Cascades.Random cubes rendered with Radiance Cascades.Sky lighting rendered with Radiance Cascades.