#customEngine

Spent 2 hours trying to understand why my engine crashed at boot with #Vulkan validation layers.

The final answer is:
1. I use `-preserve-parameters` when compiling my Slang shaders.
2. I have shaders that do not use gl_FragCoord.
3. The validation layer generates instruments the SPIR-V shader that check for it (from what I understand?)
4. Mesa crashes.

Apparently such a bug was fixed 4 hours (!) ago in the validation layer repository, but only for vertex shaders for now.

#customengine

In a single week, I've been able to fix issues that were plaguing my GI for months, so here's a video to celebrate !

Far from perfect, but muuuuch better than a few days ago :)

#vulkan #customengine #graphicsprogramming

Kana MiyoshiElusive_Fluffy
2026-01-17

Been working on a level editor integrated into my engine, so I can easily switch between the editor and gameplay. So far I've gotten most of the core features done, including a full undo/redo system, which works with all the fields in the editor

2025-11-19

Well this is exciting, I added the ability for different asset types to do custom renders for their display names, so actor templates can just show their sprites inside the picker and table UIs

Wishlist Chronicles! chrongame.com

#gamedev #imgui #customengine #wishlistwednesday

Kana MiyoshiElusive_Fluffy
2025-11-01

Added colour tinting from the collision mesh's vertex colours, which is fairly cheap to do

This is something I kinda wanted to do in unreal engine but I think isn't easily possible with it, but now that I'm making my own engine I can add whatever I want :BlobHajMlem:

Kana MiyoshiElusive_Fluffy
2025-10-24

Finally got the animation system mostly done for my engine. I added 1D blend spaces and transitions, and its all data driven. Creating my own file format and getting it all working was by far the toughest to implement, took about 3-4 days of painfully troubleshooting it

2025-09-29

How are shadows implemented in most games shipped today?

Is it all just shadow maps and PCF/PCSS with high kernel sizes (i.e., 9x9), or ray tracing?

I implemented PCF, but the shadow edges are banding at lower kernel sizes like 4x4. I looked into a poisson disk, but I'm not sure how I could calculate those disks since I want to make the kernel size modifiable.

#rust #vulkan #gamedev #customengine #rendering

Long overdue #ThrowbackTuesday Post! Side-by-side of a level from 1½ years ago when I considered a level editor for my #CustomEngine but decided against it. Same island now rebuilt with my newly finished editor & all the engine improvements since. What do you all think? #gamedev

OLD: Aerial view of a island town level from 1.5 years ago, showing basic buildings, simple roads, and primitive visual quality from the earlier engine version.NEW: Aerial view of the same island level rebuilt with the new level editor, featuring improved lighting, shadows, fog, enhanced ocean visuals, and significantly more detail throughout the scene.
2025-09-22

damn, renderdoc gets OOM killed when I try to load sponza in my engine

#rendering #gamedev #customengine #rust #vulkan

2025-09-17

I'm so stumped on Clustered Forward Rendering. I believe there's something wrong with the cluster generation which is causing the light culling to be wonky.

The video I attached shows me moving towards a point light, which is to the left of where the camera spawns. Red equals zero lights, and green means one light. The lighter the color, the farther depth slice in the cluster frustum that fragment is using. It also appears to have a sort of "shadow acne" on the green as it moves closer, maybe thats due to depth inaccuracies though and doesn't really matter. Here's the light culling shader: pastebin.com/X76Qhft4

I also attached a picture of the froxel visualization looking from the top down, which shows a weird shape and what I think is a tiny gap between the clusters. Here's the shader code that generates the clusters: pastebin.com/u3UKpAXs

I'm not sure what is wrong, any help will be appreciated! I asked in the Graphics Programming discord (in the "questions-forum" channel), but nobody responded to me.

#rust #vulkan #gamedev #ScreenshotSaturday #customengine #rendering

Alessandro Cominu :gamedev:cominu@mastodon.gamedev.place
2025-09-13

Saturdays are for stressing the animation system, right?

#screenshotsaturday #solodev #indiedev #gamedev #customengine

2025-09-12

Fuck it, time to implement clustered forward rendering.

Looking at optimizations to tiled forward +, a lot of them are related to depth discontinuities, which clustered forward rendering solves.

#rust #gamedev #customengine

Alessandro Cominu :gamedev:cominu@mastodon.gamedev.place
2025-09-11

Root motion is officially driving the physics simulation and the character can now collide with the world. And by "the world," I mean BALLS. #gamedev #indiedev #solodev #customengine

2025-09-06

The vulkan renderer rewrite is progressing!

I got tiled forward rendering (aka forward+) working with directional lights and point light. Now to test spot lights.

#rust #vulkan #gamedev #ScreenshotSaturday #customengine

A cube with a grid texture applied to it with two faces lit up by the directional light, one in the shadow, and a orange point light at the corner of the cube, shining on the shadowed face and a face lit up by the directional light
Alessandro Cominu :gamedev:cominu@mastodon.gamedev.place
2025-09-04

🍻 Fixed a (huge) bug in the calculation of the root motion rotation, and now I can celebrate with the first mocap animation I managed to re-target in Blender #gamedev #indiedev #solodev #customengine

Editor update! I thought I was done with it to be honest.. But I caught a flaw in how I add new Placeables, which made it quite annoying to expand the pool. I took the time to refactor that and now it’s truly done! All pre-editor features have been ported and the light levels have also been upgraded. Back to gameplay soon! #gamedev #solodev #customengine

Voxel level editor view of a island with ruins, trees, and a ship offshore. A wireframe cube with XYZ gizmo marks a selected Placeable, with Tools, Inspector, Layers, and Models panels visible.Dim voxel interior beneath a staircase, cluttered with crates, sacks, and boxes draped in bright cloths; soft shadows showcase the upgraded cave/indoor lighting.Voxel cave entrance under a cliff. Stone arched passage fading into darkness, highlighting the upgraded cave lighting.

I've been playing with Graphviz to automatically layout my render graph debug, and the side effect is that I can create a graph representation of how a frame gets rendered in my engine!

First image is the Graphviz result, and second is the debug window inside the engine (which already existed before)

#customengine #graphicsprogramming #vulkan

Graph representing the different steps taken by the author's game engine to produce a single frame.
First visibility buffer is generated, then a GBuffer, then they get merged. After this, Global Illumination is computed in multiple steps, which gets merged with gbuffer, visibility, direct lighting, and reflections to produce the final image. A pass of tone mapping and antialiasing is added for the final image.
The game editor adds an additional pass to render the outlines of selected objects.

Graphviz generates some very weird edges on the bottom left, which take huge detours instead of going straight, for some reason.Graph of the author's engine render passes. Same content than the first image, but this time directly inside the engine via an ImGui window. Contents are cropped to fit on a regular monitor.
2025-08-20

By chance, I may have created the first piece of a survival game by assembling Polyhaven meshes.
#indiedev #gamedev #customengine #polyhaven

2025-08-17

I'm playing with the particle system and create an alien/portal smoke effect and colorful sparks.
#indiedev #gamedev #customengine

My editor is ready and I'm having a blast going through my old levels! Before this, everything was locked to a chunk grid, so things like ledges smaller than a chunk were nearly impossible. Now I have so much more flexibility and creative options! #gamedev #customengine #rpg

A voxel-based game screenshot showing a fantasy landscape with a blue river, trees, and structures, demonstrating improved terrain flexibility beyond previous chunk-based limitations.

Client Info

Server: https://mastodon.social
Version: 2025.07
Repository: https://github.com/cyevgeniy/lmst