ChunkDev 🦋
@chunkdev.bsky.social
Building ChunkCity - an Infinite City Builder for PC & mobile 💻📱. No engine, built with #Kotlin
What's that?? 👀 A new devlog about my village building game! 🤯 It only took me 7 months 😅 Enjoy: www.youtube.com/watch?v=xWrk...
I Added Realistic Water And Rivers To My Game
YouTube video by Nikita Lisitsa
youtube.com
When you slep a cheap light overlay on your scene and it just looks better. At this point I have various system whose sole purpose is to render a bunch of particle like effects with as few draw calls as possible.
It's been a while. Here I added an effect radius preview. Technically I am using the same mechanism I use to mark objects without mesh rebuilding in general: Special marker meshes that get drawn only at certain pixels using stencil masks.
You might remember that I was working on my own programming language a few months ago. I've decided to write a blog post about what this language is, how it is implemented, and what are my future plans! lisyarus.github.io/blog/posts/m...
Making your own programming language is easier than you think (but also harder)
lisyarus.github.io
Improved river height interpolation using cubic splines, fixed some weirdness on river banks & deltas. Still hunting a few remaining discontinuities... #indiedev #gamedev #indiegames
First post of the year after a few stressful weeks at work. Added support for Kotlin objects (singletons): no lazy init yet, but the implementation was refreshingly straightforward. #kotlin
A new devlog about my village building game! 📺 Learn about how and why I transformed my game's world from a tiny 200m patch to a mighty 100km island! 🔥 #gamedev #indiedev #indiegames #devlog youtu.be/00f5GLnVtok
I Made My Game's Map 1000x Bigger! - Village Builder Devlog #11
YouTube video by Nikita Lisitsa
youtu.be
New blog post! (yep, at New Year's Eve.) A short detour into a fun one-liner shading model I use for clouds in my game 🥰 lisyarus.github.io/blog/posts/a...
Taught my Kotlin scripting runtime to handle default parameters and named arguments. For simplicity, default evaluation lives in the function body and gets removed when inlined at the call site. #kotlin
Implemented a Vector3 inspired by libGDX in my Kotlin scripting runtime. Overriding equality just works - and later sharing the native host class should work seamlessly as well. #kotlin
Simulating water evaporation & precipitation, driven by a (somewhat fake) fluid simulation for the wind! Need to tweak some constants but overall taking e.g. year-average precipitation and temperature should give me some nice biomes. #indiedev #gamedev #indiegames
I refactored my code that generates a density map for the city to be more detailed and loved the resulting texture so much that I felt compelled to use it in the game. So I added these parallax map displays kind of like some cities have miniature versions of them. #gamedev #indiegame #procgen
I added thread support to my runtime. It’s mostly a wrapper around Kotlin’s threads - and of course I had to demonstrate it with the obligatory race-condition example. #kotlin