
Nikita Lisitsa
@lisyarus • 19,726 subscribers
I teach C++ & computer graphics and make games. Working on a village building game: https://t.co/skTGGgH0Ay Check out my cozy traffic sim: https://t.co/7Dzc83p6uq He/him
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Ah, all the artifacts were fixed by replacing one '<' with '<=', duh. It all works now, particle life completely on WebGPU! There are 2^18 (~260k) particles here; my PC struggles after about half a million particles. Will probably try to optimize it a bit later.
Nikita Lisitsa131,319 просмотров • 1 год назад

For optimization, I don't want to simulate water in a steady state (e.g. this lake), but a flat water surface is boring. So I made the vertex shader add random periodic offsets based on vertex pos hash and it seems to do the trick 🥰 #indiedev #gamedev #indiegames
Nikita Lisitsa19,194 просмотров • 3 месяцев назад

Found this project from 2018. Sort of a voxel editor with a strategy-like top-down camera. Post-processing outlines, some darkening in corners & brightening on edges. It even features some sort of a sky ligting system! Funnily enough the repo is called secret-project, lol
Nikita Lisitsa25,722 просмотров • 5 месяцев назад

Regardless of the visual style, filling up various lowlands with water is super satisfying #indiedev #gamedev #indiegames
Nikita Lisitsa15,239 просмотров • 3 месяцев назад

Another quite intriguing rule set. This cell almost looks like it has a nucleus
Nikita Lisitsa24,651 просмотров • 1 год назад

I'm back from vacation (and food poisoning...), so my tree impostor adventures continue. Now precomputing & rendering tight octagonal impostor bounds (instead of full-bbox quad), which saves another ~0.7ms per frame in the scene with ~30k trees! #indiedev #gamedev #indiegames
Nikita Lisitsa17,606 просмотров • 8 месяцев назад

Spawning 100000 shovels for no reason (I'm glad the engine handles that smoothly though) #indiedev
Nikita Lisitsa24,271 просмотров • 1 год назад

First tests with spawning entities on this huge map. The terrain -> trees transition looks meh, but more importantly rendering this many trees really hurts performance, gonna work on that. Amusingly, frustum-culling 300k entities each frame is rather cheap! #indiegames #gamedev
Nikita Lisitsa14,916 просмотров • 8 месяцев назад

Still kinda blown away by the scale of my game's world and all the possibilities it has. Imagine it filled with rivers, deserts, lakes, towns, mines! 🔥 Ugh, so much more work ahead. (please ignore the weird cloud shadows 😅) #indiedev #screenshotsaturday #gamedev #indiegames
Nikita Lisitsa11,646 просмотров • 7 месяцев назад