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

@lisyarus Just curious, are you using arm calling conventions even when calling internal functions? Or r u finding you're passing little structs across ffi boundaries a lot?

I'm also building my own arm compiled lang and I've mostly been inventing my own internal calling conventions

trying some fun relativistic warp effects
@lesley @lisyarus i really like the approach llvm’s new “multi-level ir” took to solve this, basically instead of 1-2 IRs they have 20ish IRs called “dialects” and they’re each focused on a different aspect like math ops or loops. U then lower just a little bit at a time and u can write passes at any stage to take advantage of the different info/guarantees.

@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

@lisyarus @vethanis if u have a windows device, ive been able to profile without rebuilding chrome using this blog:

https://frguthmann.github.io/posts/profiling_webgpu/

GPU profiling for WebGPU workloads on Windows with Chrome

Fast Forward If you’ve read the article already and/or want to jump straight to profiling, go to the TL;DR section. Context WebGPU is not a native graphics API, as in no hardware vendor provides specific drivers for their GPUs targeting this API. Instead, WebGPU runtimes like web browsers must implement backends for WebGPU using modern native APIs such as DirectX12, Vulkan or Metal. Those APIs are widely used, in particular for video games, and hardware vendors have developed great profiling tools for them.

The GutHub