ChunkDev 🦋 (@ChunkDev) header
ChunkDev 🦋 (@ChunkDev) profile picture

Working on ChunkCity - an infinite City Builder for PC & Mobile. If you like what I am doing, consider to follow me to that site with the blue butterfly.

Bluesky
Joined July 2023
Photo by ChunkDev 🦋 (@ChunkDev)Photo by ChunkDev 🦋 (@ChunkDev)Photo by ChunkDev 🦋 (@ChunkDev)Photo by ChunkDev 🦋 (@ChunkDev)Photo by ChunkDev 🦋 (@ChunkDev)Photo by ChunkDev 🦋 (@ChunkDev)Photo by ChunkDev 🦋 (@ChunkDev)Photo by ChunkDev 🦋 (@ChunkDev)Photo by ChunkDev 🦋 (@ChunkDev)Photo by ChunkDev 🦋 (@ChunkDev)
Physics I know #gamedev #indiedev
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This post is a political statement with political intent. It's way more political than POC characters simply existing in games. It's also pandering to a crowd of people with very specific politics. But keep going off about how you don't want politics in games I guess 🤷‍♀️
Reminder: We make games, not politics. We stand for non-political and non-social agendas—no DEI in gaming content. Our next games and updates will follow that. 🎮
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ChunkDev 🦋 retweeted
Took me way longer than I expected, but I finally finished my Inventory overhaul. Adding the Drag and Drop Item Management was a bit of a challenge within my UI System, but besides a handful of visual tweaks, I am really happy with the result. #gamedev #indiegame #indiegamedev
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ChunkDev 🦋 retweeted
I've updated my article on mipmapping alpha-tested textures with my recent SDF experiments! Spoiler: I ended up settling on an SDF-based method 🥰 lisyarus.github.io/blog/post…
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If you like what I am doing, which I hope you do, you are welcome to follow me on an X alternative site!
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ChunkDev 🦋 retweeted
Preparing something for the last devlog of this year :3 #indiedev #screenshotsaturday
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ChunkDev 🦋 retweeted
I'm late for ~7 months, but I've finally published my C++ & WebGPU raytracer on GitHub! I've tried to keep the code fairly commented and readable. It works pretty well, but I've never managed to make refractions work with VNDF. Maybe another time :) github.com/lisyarus/webgpu-r…
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Finally texts on cars Behind the scenes this requires separate mesh data for text which uses its own texture and shader. But the user will never see that part. #gamedev #indiedev #chunkcity #ad
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Having too much fun with particles #gamedev #indiedev
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This bad boy spits out texture atlases #gamedev #indiedev
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Like most stuff smoke can be edited in real time directly in the editor #gamedev #indiedev
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In gamedev there's this saying that you don't really own your project until you implemented a custom particle system for it #gamedev #indiedev
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Naming ideas for the airline? #gamedev #indiedev
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Sprechen sie deutsch? Finally added support for translations. I'm amazed by #libgdx' general approach of offering features without forcing you to use any of their stuff. It's just that their stuff is really good. #gamedev #indiedev
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We can get the same for rails
Replying to @ChunkDev
Which reminded me of my gameplay in Cities: Skylines 2...
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Just recorded a flight over the new runway and rail system in #ChunkCity! Both are built on top of the existing road system, showing how versatile it is #indiedev #gamedev
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Guess we are doing rails now. #gamedev #indiedev
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Reminder: Default mipmap generation doesn't preserve coverage for alpha-clipped textures, often resulting in vanishing coverage. A solution is to apply dithering to maintain consistent alpha coverage across mip levels. #gamedev #indiedev
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Text on buildings actually helps a lot to make them look more lively #gamedev #indiedev
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