Lynn #SaveHytale

@scarak.bsky.social

👾 Third Year Game Programming student at BUas ✨ Interested in graphics/ray tracing :] 🐰 Infinite supply of bunny pictures 🌸 video gamez https://stdlynn.itch.io/

The Hytale soundtrack is out now! Vol. 1 consists of mainly zone 1 music and vol. 2 is all the rest. I've tried to set up the order of the music meticulously to create a good listening cadence, to reflect how an adventure might play out, and made sure each song transitions well.

Hytale@hytale.bsky.social · 8mo ago

The Hytale Original Soundtrack is now available on all streaming platforms! Two volumes - 94 tracks - 7 hours and 17 minutes of music. 🎵 #Hytale

Hey Bluesky, Hytale is releasing today!! :O If you’re planning on buying it, consider supporting me by using code LYNN at checkout! :> If not me, consider supporting another small creator! See you in Orbis 😎

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Today Belle got diagnosed with uterine cancer :( She’s fine for now; she eats well and stays active, doesn’t seem to be in any pain. For now we can only hope she stays well for a good while (and give her many treats)

My beautiful bunny Belle

It was December 16th 2018, 3 days after Hytale released its trailer, when I first saw it. 🍃 I distincly remember thinking that this game looked really cool when I saw the canyon scene. ✨ It then took 3 seconds for Scaraks to appear and I knew I was in love! ❤️🐜 #SaveHytale

An adventurer overlooking a canyon of layered cliffs, with a winding river below. From the video game Hytale.An adventurer hidding behind a rock holding his crossbow. Behind him is a swarm of insect-like "Scaraks" surrounding their larger-than-life hive. From the video game Hytale.

I've spent *years* researching 3D Platformer Cameras in hopes of making Slime 64's camera "not terrible." In this thread, the White Cylinder is the Camera Target (slightly above the player!), and the Orange Cones represent the "vertical dead zone" where the camera won't follow player movement.

Grading for Y1/Block C @ Breda University is complete. Our students used path tracing, BVHs, reprojection, blue noise, post-processing, importance sampling, MIP-mapping, bilinear interpolation and tons of other ingredients to build a CPU ray tracer + game. Behold, the gamedevs of 2028!

For the past 8 weeks I've been working in a team of fellow students on a voxel game engine. I've been primarily working on the graphics, creating a cross-platform render graph for us, and working together with @scarak.bsky.social on our cone-traced lighting, and various graphics features! :)

Cone traced reflections.Cone traced soft shadows.Cone traced soft shadows & ambient occlusion.

Foam has been added and that concludes the programming work for this project, as this is the last week. There is a chance that I can take this project over into the next one, where together with a bunch of other Programmers we will develop a specific genre game engine. Looking forward to it 😁

After many weeks of effort I finally have radiance on screen now! I’ve still got issues mostly related to my Surfel Acceleration Structure, however I’d say the results are already looking quite promising. It has kind of a hand painted look to it now :)