Found footage of Jamiroquai in the Backrooms #backrooms #jamiroquai
Thibault Hennequin
@thennequin.bsky.social
☀️(Ex lead) tools programmer @ Kylotonn by day. 🌑Solodev by night working on a custom engine and games.
To fix GI light leaks through walls, my engine's probe grid now uses a BVH of the level to trace rays, flagging leaking probes and skipping their baking! #gamedev #indiedev #rendering #gameengine
I postponed cubemap management in my engine for way too long, but I finally implemented it! ✨ The engine now supports multiple localized cubemaps, featuring parallax-corrected reflections and smooth blending transitions between them. #gamedev #indiedev #rendering #gameengine
Zoo level workflow update! Smoothed out the drag & drop system with a few UX improvements: • Anchor points to chain props (like pipes). • Highlight/darkening system for draggable objects. • Separated translation/rotation gizmos for clarity. #gamedev #indiedev #leveleditor #gameengine
I wasn't satisfied with my engine's shadows. There were too many artifacts (especially shadow acne and Peter Panning). So, I took the time to dig into some references to help me improve them. The result is so much cleaner and solid now!✨ #gamedev #indiedev #rendering #gameengine
New editor feature to speed up level creation! 🛠️ Digging through the file hierarchy for specific props was too slow. So, I added the ability to open a "Zoo" level side-by-side and just drag & drop ready-to-use props into the main scene. 🏗️ #gamedev #indiedev #leveleditor
Steam Deck optimization week: From 30 FPS to 60 FPS! 🚀 • Quantized vertex buffers & GBuffer to reduce bandwidth • Stopped rendering everything twice (stupid bug) 🤦 I still have work to do, but it's a solid start. (And yes, that's a HL2 zombie 🧟) #gamedev #indiedev #steamdeck
After the walls, it's time to create doors to enter the rooms with style and music. #gamedev #indiedev #gameengine #doors
Making the entry level of my game in my game engine. What do you think ? I also create variations using the engine's built-in color grading to obtain different moods. #gamedev #indiedev #gameengine
I wanted to recreate a scene inspired by the atmosphere of the game Portal. So I imported meshes, reworked the glass shader and created a simple fake portal effect using cubemap reflection. I'm pretty happy with the result. #gamedev #indiedev #gameengine
I was inspired by the recent posts on Crimson Desert, so I added support for Parallax Occlusion Mapping to my engine this weekend. #gamedev #indiedev #CrimsonDesert #gameengine
A scene with multiple skies. It's not revolutionary, but it's pleasant to look at.
After the water shader, I'm returning to the glass rendering and shattering 💥. #gamedev #indiedev #gameengine #vfx #physics
My global illumination is good enough (for now), so I reworked my water shader and what better place to test it than poolrooms? #gamedev #indiedev #gameengine
After months of testing and tweaking, I've finally versionned my GI using spherical harmonics. Now that it's done, I can move on and experiment other stuff like specular occlusion. For this, I recreate a test scene from @passivestar.bsky.social #gamedev #indiedev #gameengine
Over the past few days, I've continued working on the first-person controller and object manipulation. I thought the system was ready until I discovered one last problem. #screenshotsaturaday #gamedev #indiedev #fps
Reworked the First Person controller with Jolt Physics. ⚡ To test it out, I upgraded the spline system and built a train. 🚂 Now, let's see if the train can carry objects! 📦 Spoiler: Yes! ✅ #gamedev #indiedev #fps #joltphysics #gameengine
A brief summary of the evolution of my game engine in 2025 #indiedev #gamedev #gameengine #recap
I finally managed to launch my engine and my latest level (and my engine) on my Steam Deck with a stable 40 FPS. 🎉 #indiedev #gamedev #gameengine
After replaying a famous FPS, I wondered if my engine could deliver rendering quality similar to other commercial game engine. So I tried recreating a level, and after two days, here's the result. What do you think ? #indiedev #gamedev #gameengine
On my engine, SSAO was a post-process on the entire screen. Now it's an separate pass performed right after the Z-Prepass, allowing me to use AO directly in lighting. Bye-bye AO on selfillum surfaces. I've also replaced my SSAO shader with XeGTAO. #indiedev #gamedev #gameengine
Playing with face tracking via my webcam to animate a simple 3D model in my game engine. #indiedev #gamedev #gameengine