ChunkDev 🦋 (@ChunkDev) header
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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)
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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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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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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Preparing something for the last devlog of this year :3 #indiedev #screenshotsaturday
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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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I'm starting the tutorial series on writing your own CPU rasterization engine! It will be huge, so I'll publish it piece by piece. The first three articles are already live 🥰 lisyarus.github.io/blog/post…
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✨A new article: (Yet another) Introduction to quaternions! I'm a mathematician, so my desires are unconventional and my perspective is skewed, but I hope it will be useful at least in some way 😅 I've also added a useful cheatsheet in the end 🥳 lisyarus.github.io/blog/post…
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A new blog post! I've realized that the idea of applying matrices to RGBA color vectors is not as well-known as I've thought, so I've wrote a comprehensive list of operations that can be represented this way, together with some motivation for doing so: lisyarus.github.io/blog/post…
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the modern graphics programming experience
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I'm making a City Builder game on a procedurally generated island with procedural building system. It's already fun to build things and watch small placeholder characters walking around and doing stuff. Wishlist Lands of Koastalia on Steam! #screenshotsaturday
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Gonna tell my graphics students that I teach them stuff even Nvidia folks can't do!
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Random gamedev motivation thought: at some point, you inevitably end up with tons of boring stuff in your todo list - refactor this, fix that, optimize, redesign, redraw, etc, etc. It might be overwhelming and depressing, but it also means that ... (1/2)
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A new devlog about my 🏡 Medieval Village Building Game! 🥳 I guess this one is a bit less exciting and more technical, but hey, 95% of gamedev is actually this notorious and boring stuff 😭 Reposts highly appreciated! Link to the video below: 👇
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Procedural city generation, once again! An article about assigning zone types to every block in our newly generated city road network. #gamedev #procgen zero.re/worldsmith/blockassi…
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