Daryl Zuniga

112 Followers
220 Following
245 Posts
Building random game tech in my own engine, sprig.lang
🌱🏞 ex: Bitshift Ent., MakeCode, Kodu, Microsoft Research, University of Washington PLSE, Azure Sphere
sprig.landhttps://sprig.land
homepagehttps://darzu.io
githubhttps://darzu.github.io

My erosion filter is out! Video, blog post, and shader source.

It emulates erosion without simulation, so it's fast, GPU friendly, and trivial to generate in chunks.

Explainer video:
https://www.youtube.com/watch?v=r4V21_uUK8Y

Companion blog post:
https://blog.runevision.com/2026/03/fast-and-gorgeous-erosion-filter.html

#ProcGen #vfx #GameDev

trying some fun relativistic warp effects

@AminiAllight

Hello darkness, my old friend,
I've lost my triangle again.
Were the vertices all meeting?
Do the stencil ops need tweaking?
Did the whole thing,
Get removed by a backface cull?
Or was it null?
Oh no it's just behind us.

(by Paul Malin: https://bsky.app/profile/p-malin.bsky.social)

Paul Malin (@p-malin.bsky.social)

Tech Director at Assemble Tech Ltd. with a fondness for shiny graphics and good engineering. Formerly Activision Central Tech & Bizarre Creations. he/him shadertoy.com/user/P_Malin https://blog.mousefingers.com/ https://www.pouet.net/user.php?who=105060

Bluesky Social

I think I've finished the first version of this thing! 🤩

Meet 🔷Polyhedria🔷: a tiny in-browser sandbox that allows you to build funny stuff by joining together various (mostly-)uniform polyhedra!

https://lisyarus.github.io/webgl/polyhedria/

Polyhedria

lisyarus blog

WATER
SIMULATION
IS
WORKING!!!

It's extremely non-optimized, and there are still some glitches, and of course the rendering is very temporary, but IT'S WORKING!

#indiedev #gamedev #indiegames

tee hee :)

After nine (nine!) years of development, meshoptimizer has reached its first major version, 1.0!

This release focuses on improvements in clusterization and simplification as well as stabilization; almost all experimental functionality added in past releases is now stable. Here's a release announcement with some more details on past, present and future; please RT!

https://meshoptimizer.org/v1

🐇 meshoptimizer v1.0

Mesh optimization library that makes meshes smaller and faster to render

Mesh optimization library that makes meshes smaller and faster to render

When our first kid was born, I realized I was going to lose a lot of time doing... _nothing_ (baby napping somewhere, waiting for kid to come out of some activity...), so it'd be neat if I had a way to code from anywhere, without having to carry my laptop.

So I thought: can you make a keyboard you can use while standing, and that you can attach your phone to?

Didn't have time to fully go for it back then (having a small kid). But now I do!

Here's test 5. Still not soldered. Hopefully next one

Added a few more bells and whistles:
- Simple particle explosion
- depth buffer / z "height" (right-handed, z-up ftw, even in 2D)
- UV stencil (useful for healthbar etc)
- drop shadows

All one shader right now. L8r I'll create variants for common combos if needed for perf.

Should be all I need for now! Back to the game..

(Kudos to @endesga for the palette)

Tada: an 'infinite' map.

This simple 2D circular indices scheme means I can traverse an endless integer grid with a fixed number of chunks. When moving, there's always one "slab" that falls behind and is recycled for the front.

Prng seeded w/ the chunk coordinates means if I revisit the same location the map chunk will regenerate the same.

I'm tempted to generalize this for other grid types (hex, triangle) and patterns (circular vs square), but I'll resist for now..