Sven

@embersarc.bsky.social

hobby gamedev working on a spaceflight simulation game

Physics time warp! Another advantage of moving all physics systems to Bevy's fixed-rate schedule is that we can speed up time even with Avian's rigid body physics active. Any speed multiplier world work here and the behavior is the same as in real time. #bevy #gamedev

Let's move the planetary ring debris fully to the GPU! Today I worked on a proof of concept rendering a million points. Single-precision floating point again makes this harder than it should be. The solution? Use a Taylor series approximation close to the observer, where all the debris is. #gamedev

Spent a bit of time rewriting the ring texture system. The ring textures are now generated on the GPU together with the rest of the terrain data, instead of being loaded from memory. This allows for much quicker iteration time when working on those textures :) #bevy #gamedev

Gas giant with backlit rings. There are fainter secondary rings now.The view from a spaceship below the rings, which case a shadow on the planet below.

Messing around with noise functions for the desert planet I noticed that faking dried up rivers and lakes is just a matter of layering and warping noise. No complex simulations required :) #gamedev

Mars-like planet with a focus on a darker spot that looks like a dried up lake with remnants of rivers that one flowed into it.

Somehow got inspired to improve the looks of the "default moon" in the game. This is the first time I'm using a grid-based approach for the craters. That way every generator invocation only needs to iterate over the nine closest craters to calculate their height offsets. #bevy #gamedev

Investing some time in cloud rendering again 🌤️ Here's a small improvement to the density function that makes the cloud layer thicker and uses an additional 3D texture to give it more detail. #bevy #gamedev

"before" and "after" image of the clouds. Before is much flatter and after is a thicker cloud layer with more detail.

With the latest driver update nvidia threw a curve ball my way. The terrain suddenly rendered with black hexagons and the generated data of some planets lost a lot of resolution. #gamedev

Black hexagons in the terrain.Terrace-like effect from quantization in terrain height.

More experiments with canyon features! This time with a slightly different approach which allows making them even larger. I like how those help sell the "icy moon" look. Poor moon has been through a lot though :( #gamedev #bevy

I've been quiet for a while again, but lots of things have been happening behind the scenes! Just not much that would make for flashy pictures. Now I'm looking forward to positing more about the progress again :) #bevy #gamedev

A rocket in orbit around a moon of a blueish gas giant. The moon has a cracked surface with lava glowing in the cracks.