Damus
Nikita Lisitsa profile picture
Nikita Lisitsa
@Nikita Lisitsa

He/him

I teach C++ & computer graphics and make videogames

Working on a medieval village building game: https://youtube.com/playlist?list=PLSGI94QoFYJwGaieAkqw5_qfoupdppxHN&cbrd=1

Check out my cozy traffic simulator: https://store.steampowered.com/app/2403100/Costa_Verde_Transport_Department/

Relays (1)
  • wss://relay.ditto.pub โ€“ read & write

Recent Notes

Lesley Lai · 4d
nostr:nprofile1qy2hwumn8ghj7un9d3shjtnyd968gmewwp6kyqpq7awtznnk6vhc4q689zf0xds2a4uydanj8u8ljcyr8m9waamquzkskf3vpz Some things in my mind - tessellation/geometry shader - ARB_bindless_texture
Nikita Lisitsa profile picture
@nprofile1q... Hmm, for tessellation and geometry I think the modern advise is to implement them using compute anyway. Bindless is missing, but I don't teach bindless in OpenGL either ๐Ÿ˜… Though afaik there's some effort in standardazing it in wgpu as well.
Lesley Lai · 4d
nostr:nprofile1qy2hwumn8ghj7un9d3shjtnyd968gmewwp6kyqpq7awtznnk6vhc4q689zf0xds2a4uydanj8u8ljcyr8m9waamquzkskf3vpz Some things in my mind - tessellation/geometry shader - ARB_bindless_texture
Nikita Lisitsa profile picture
#graphics folks, I'm thinking of modernizing my undergrad real-time graphics course and move it from OpenGL. Vulkan is too hardcore for an introductory course, Metal & DX12 are not cross-platform enough.

Wdyt, how deranged is it to use native WebGPU?

(maybe even in rust via wgpu)
1
Lesley Lai · 4d
nostr:nprofile1qy2hwumn8ghj7un9d3shjtnyd968gmewwp6kyqpq7awtznnk6vhc4q689zf0xds2a4uydanj8u8ljcyr8m9waamquzkskf3vpz I like the API better. though you will loss some features in OpenGL but not in WebGPU (which may not be relevant if you don't teach them)
Nikita Lisitsa profile picture
First tests with an actual rain effect, by rendering camera-parallel planes with a moving texture. Looks fine in close-up, but the planes aren't distributed perfectly, and the intensity is a bit too strong when looking from far away.

#indiedev #gamedev #indiegames

Nikita Lisitsa profile picture
Improved river height interpolation using cubic splines, fixed some weirdness on river banks & deltas. Still hunting a few remaining discontinuities...

#indiedev #gamedev #indiegames




Tom Forsyth · 1w
nostr:nprofile1qy2hwumn8ghj7un9d3shjtnyd968gmewwp6kyqpq7awtznnk6vhc4q689zf0xds2a4uydanj8u8ljcyr8m9waamquzkskf3vpz #interestingbutWrong files...
Nikita Lisitsa profile picture
By popular demand, figured how to properly put the sandy river banks (aka point bars) on the correct (inward) side of the river! Now the meandering looks even more realistic with no actual simulation ๐Ÿ˜Ž

#indiedev #gamedev #indiegames


Tom Forsyth · 2w
nostr:nprofile1qy2hwumn8ghj7un9d3shjtnyd968gmewwp6kyqpq7awtznnk6vhc4q689zf0xds2a4uydanj8u8ljcyr8m9waamquzkskf3vpz To be slightly pedantic, rivers carve V-shaped valleys, not U-shaped ones. But it looks great.
Nikita Lisitsa profile picture
Made the rivers use circular arcs instead of straight line segments. Ngl, they look insanely cool now ๐Ÿคฉ

River crossings/mergings are extremely hard to get right, though ๐Ÿ˜…

#indiedev #gamedev #indiegames