Post Az00rpkCKNrZdM5BPk by Blort@social.tchncs.de
 (DIR) More posts by Blort@social.tchncs.de
 (DIR) Post #AxeVFQmqUq8QshNISu by eniko@mastodon.gamedev.place
       2025-08-28T13:33:04Z
       
       1 likes, 0 repeats
       
       fuck itmaking a block game#GameDev
       
 (DIR) Post #AxeVFZIKre4rGgAYeu by eniko@mastodon.gamedev.place
       2025-08-28T13:49:04Z
       
       0 likes, 0 repeats
       
       chomnk
       
 (DIR) Post #AxeVFhg1hRmVGTJahE by eniko@mastodon.gamedev.place
       2025-08-28T17:21:11Z
       
       1 likes, 0 repeats
       
       making sure all my coordinate systems and shit are lined up properly
       
 (DIR) Post #AxeVFpaIIdwvn0h7s8 by eniko@mastodon.gamedev.place
       2025-08-28T18:10:11Z
       
       0 likes, 0 repeats
       
       I dont know why but I couldn't stop having -Z be forward so in the end I had to flip the Z axis for any translation and I probably fucked something up somewhere but I couldn't figure it out and i ran out of patience πŸ™ƒ
       
 (DIR) Post #AxeVFy2arJL815zq5o by eniko@mastodon.gamedev.place
       2025-08-28T18:19:00Z
       
       0 likes, 0 repeats
       
       Ok I guess I was assuming XNA and DirectX used the same handedness but apparently XNA is right handed even though DirectX is left handed and I'd like to take this opportunity to ask *what the fuck*
       
 (DIR) Post #AxeVG68Yl0rj7uqiVE by eniko@mastodon.gamedev.place
       2025-08-28T18:27:43Z
       
       0 likes, 0 repeats
       
       So if I want +Z to be forward I have to flip the axis in the renderer? That's obnoxious. But better than -Z being forward in world space since that would confuse the shit out of players
       
 (DIR) Post #AxeVGE9YxAQBzLNdB2 by eniko@mastodon.gamedev.place
       2025-08-28T20:09:44Z
       
       0 likes, 0 repeats
       
       ok one more before i head to bed just to show that it can do more interesting things than just large rectangles made up of smaller cubes#GameDev #IndieDev #IndieGame
       
 (DIR) Post #Ay0ZL139ly7A5j2bU8 by eniko@mastodon.gamedev.place
       2025-08-29T10:34:53Z
       
       1 likes, 0 repeats
       
       terraim
       
 (DIR) Post #Ay0ZL2MgspKmAbBiZU by eniko@mastodon.gamedev.place
       2025-08-29T10:58:19Z
       
       1 likes, 0 repeats
       
       doit
       
 (DIR) Post #Ay0ZL3H3VGQ8zPYjQW by eniko@mastodon.gamedev.place
       2025-08-29T11:27:18Z
       
       1 likes, 0 repeats
       
       so @Farbs said something about beveling the edges in my block game and that got me thinking and looking at some old 2D terrain art i didi'm thinking i may stray from minecraft's aesthetics a bit and use this as a sort of style guide#GameDev #IndieDev #PixelArt
       
 (DIR) Post #Ay0ZL4N7QCrgOVP5W4 by eniko@mastodon.gamedev.place
       2025-08-29T17:27:18Z
       
       0 likes, 0 repeats
       
       okay so this may seem a little unorthodox but bear with me herewhat ifshell texturing in block game
       
 (DIR) Post #Ay0ZL54io5k8ZjnuTo by eniko@mastodon.gamedev.place
       2025-08-29T17:59:18Z
       
       0 likes, 0 repeats
       
       Can't decide if using shell texturing is a great idea or a stupid idea
       
 (DIR) Post #Ay0ZL5bKqppaCt3xJY by eniko@mastodon.gamedev.place
       2025-08-29T19:46:13Z
       
       0 likes, 0 repeats
       
       i feel like i could soften the terrain significantly through no more than normals along the edges of blocks so i made this mockup in photoshop and i think this could actually work?
       
 (DIR) Post #Ay0ZL6Cub7tA5Qdxsu by eniko@mastodon.gamedev.place
       2025-08-29T19:49:00Z
       
       0 likes, 0 repeats
       
       corners would still look kinda pointy but Β―\_(ツ)_/Β―
       
 (DIR) Post #Ay0ZL6xLoT2GPSN3Gi by eniko@mastodon.gamedev.place
       2025-08-31T10:01:58Z
       
       0 likes, 0 repeats
       
       quick generating caves test#GameDev #IndieDev #ProcGen
       
 (DIR) Post #Ay0ZL7YDbOWgFncUjY by eniko@mastodon.gamedev.place
       2025-08-31T10:12:54Z
       
       0 likes, 0 repeats
       
       if i kind of artfully place the camera to cut out the cornflower blue void surrounding this tiny chunk of terrain on all sides its almost starting to look like a real game :D
       
 (DIR) Post #Ay0ZL8CHCSZKG2MUAi by eniko@mastodon.gamedev.place
       2025-08-31T14:36:10Z
       
       0 likes, 0 repeats
       
       trying to add a faux edge bevel through normals and actual lighting equations is proving extremely challenging and i'm starting to give serious thought to manually baking the lighting into the textures
       
 (DIR) Post #Ay0ZL8pcqA2oE4luVM by eniko@mastodon.gamedev.place
       2025-08-31T16:23:10Z
       
       0 likes, 0 repeats
       
       after endless futzing about and tweaking i think i have something that may just be workable for this faux bevel effect i want(note that there's a "bevel" between adjacent blocks cause i haven't made the effect dependent on the block's neighbors yet)
       
 (DIR) Post #Ay0ZL9K70oQlkd2G1Y by eniko@mastodon.gamedev.place
       2025-08-31T16:46:53Z
       
       0 likes, 0 repeats
       
       I dunno I'm just not feeling the actual lighting model. Its not like minecraft exactly has realistic lighting anyway: blocks are lit from two opposite sides!But the problem with baked lighting is if you have non symmetrical blocks you have to make 4 versions of each face to get all the lighting. Not that that's super onerousAlso if I made something like a lectern that would be a lot of work to do manually for each orientation
       
 (DIR) Post #Ay0ZL9obBSojHBIbXk by eniko@mastodon.gamedev.place
       2025-08-31T16:58:33Z
       
       0 likes, 0 repeats
       
       On the other hand when I made isometric games I'd have to make two of everything to get the lighting right and I didn't mind that so much so maybe I'm overthinking it
       
 (DIR) Post #Ay0ZLALvBZTKwWtDU0 by eniko@mastodon.gamedev.place
       2025-08-31T20:29:35Z
       
       0 likes, 0 repeats
       
       ok i figured out a reasonable way to fudge the normals so i won't have to manually bake lighting. basically what i do is set the normals of the edges so that they point towards where the adjacent faces are pointing (90 degree bend) and then i lerp from the face's lighting factor to the neighbor's lighting factorthat gives me the result on the left. i tried just having regular, actual normals, but it creates artifacts like on the right (its accurate that it shades it like that but it looks bad)
       
 (DIR) Post #Ay0ZLB6iNau1HemaQ4 by eniko@mastodon.gamedev.place
       2025-08-31T20:33:50Z
       
       0 likes, 0 repeats
       
       i was worried the corners would look too sharp without modification but honestly the smooth gradient does a great job without blunting the corners
       
 (DIR) Post #Ay0ZLBkPzyf5GnMIIy by eniko@mastodon.gamedev.place
       2025-09-01T16:37:33Z
       
       0 likes, 0 repeats
       
       took all day but i've optimized the vertex format for blocks *and* implemented auto-bevelled terrain. shown without textures to make the bevelling clearer
       
 (DIR) Post #Ay0ZLCSNMXp7T7vOoy by eniko@mastodon.gamedev.place
       2025-09-01T16:49:12Z
       
       0 likes, 0 repeats
       
       here's a gif of the textured terrain toggling the faux bevel effect on and off to really show how it softens the terrain. i'm really pleased with this#GameDev #IndieDev #ProcGen
       
 (DIR) Post #Ay0ZLDBOf9ptikzLzk by eniko@mastodon.gamedev.place
       2025-09-01T16:57:01Z
       
       0 likes, 0 repeats
       
       doing a side by side with my style guide i think i'm getting there. i'll probably wanna do some fancier color grading on the lighting though, and i want outlines, but the soft rounded feel of the terrain is definitely there now even though its still all cubes
       
 (DIR) Post #Ay0ZLDi0htvLLuFOpU by eniko@mastodon.gamedev.place
       2025-09-01T18:53:16Z
       
       0 likes, 0 repeats
       
       i've brought back the grass, which is actually an obj modelsee i made an engine before and appropriated it for this project. it could load obj models (with normal maps) so at first the blocks in my world were actually loaded from obj modelsthat's why i had to redo a buncha stuff to add the bevelling, since i had to generate the faces myself
       
 (DIR) Post #Ay0ZLEEGlxjCxxLA6y by eniko@mastodon.gamedev.place
       2025-09-02T08:39:14Z
       
       0 likes, 0 repeats
       
       I should probably start linking up chunks before I do much else so I don't wind up having to deal with a ton of "this block's neighbor is in another chunk" situations later
       
 (DIR) Post #Ay0ZLEjosexuXo6MHw by eniko@mastodon.gamedev.place
       2025-09-02T14:30:51Z
       
       0 likes, 0 repeats
       
       had a silly idea for block outlines using the bevel system. i take the dot product of the vector from the camera to the world position with the normal to determine if the bevel normal is pointing away from the camera, then add an outline based on that. there's some outlines where they don't belong but i can get easily rid of those... i don't hate it? πŸ€”
       
 (DIR) Post #Ay0ZLFRmFE7wk8fSnw by eniko@mastodon.gamedev.place
       2025-09-02T18:20:48Z
       
       1 likes, 0 repeats
       
       yeah i'm happy with these terrain outlines for now#GameDev #IndieDev #ProcGen
       
 (DIR) Post #Ay0ZLGFPGhpHE3t6A4 by eniko@mastodon.gamedev.place
       2025-09-02T20:07:58Z
       
       0 likes, 0 repeats
       
       another few shots of the new outline tech#GameDev #IndieDev #ProcGen
       
 (DIR) Post #Ay0ZLH6w3gdzu4vqb2 by eniko@mastodon.gamedev.place
       2025-09-02T20:40:43Z
       
       0 likes, 0 repeats
       
       lol the outlining has more than doubled the code in my fragment shadertexturing, lighting, and bevelling: 12 lines of codejust doing outlines: 19 lines of code
       
 (DIR) Post #Ay0ZLHcq94AHV1rKKG by eniko@mastodon.gamedev.place
       2025-09-02T22:00:30Z
       
       0 likes, 0 repeats
       
       Not to pat myself on the back too hard but it's really nice how good this is turning out, like, aesthetically. It's not exactly trivial to make graphics look good when you only have a single 16x16 texture >_>
       
 (DIR) Post #Ay0ZLILrRgB3kevHV2 by eniko@mastodon.gamedev.place
       2025-09-02T22:03:41Z
       
       0 likes, 0 repeats
       
       On the other hand I guess it would be fair to say these graphics are looking a little...... muddyEh? Eh? Eh? :D
       
 (DIR) Post #Ay0ZLIsTUQGVNoBKKm by eniko@mastodon.gamedev.place
       2025-09-03T14:40:11Z
       
       0 likes, 0 repeats
       
       i'm commander shepherd and this is my favorite spot on the citadel(seriously i cannot get enough of looking at this particular subsection of a screenshot i took of the outlines in my voxel engine)
       
 (DIR) Post #Ay0ZLJZitcrNXwPrkG by eniko@mastodon.gamedev.place
       2025-09-03T16:54:32Z
       
       0 likes, 0 repeats
       
       captured a little fly through video for y'all. i can seriously just fly around this one chunk for 10-15 mins at a time enjoying the aesthetics :D#GameDev #IndieDev #ProcGen
       
 (DIR) Post #Ay0ZLKWvLWDOVY791M by eniko@mastodon.gamedev.place
       2025-09-07T11:05:51Z
       
       0 likes, 0 repeats
       
       debating what i wanna do with grass in my engine. atm i have a block shader, and a model shader. i feel like i could efficiently implement shell textured grass by making a shell texturing shader, but i also don't want to balloon the number of different shaders i need to render all my terrain πŸ€”i could just use the model shader, but it becomes a pain in the ass to implement shell textured terrain theni could try and combine it with the block shader but they both do really different things
       
 (DIR) Post #Ay0ZLL61F2HuGOXAiu by eniko@mastodon.gamedev.place
       2025-09-07T12:32:14Z
       
       0 likes, 0 repeats
       
       hmm if i want to add bits to the shell texturing so it doesn't look bad viewed side-on i kinda have to go the model routethough i figured out i can get away with only 6 variations to get all the edge transitions πŸ€” that could be doable if a bit annoying
       
 (DIR) Post #Ay0ZLLcdHmNLtXnDYe by eniko@mastodon.gamedev.place
       2025-09-07T13:26:12Z
       
       0 likes, 0 repeats
       
       i'm overthinking the grass thing so i've made the textures required to make the shells for a 16-tile transition and i'll just generate the model for each of those 16 and implement them in the engine and move on so i don't wind up blocked by choice paralysisif i want i can always just change it later
       
 (DIR) Post #Ay0ZLMLeaOO89ArAjQ by eniko@mastodon.gamedev.place
       2025-09-07T15:58:19Z
       
       2 likes, 0 repeats
       
       hell yeah, grassy voxels#GameDev #IndieDev #PixelArt #ProcGen
       
 (DIR) Post #Ay0ZLTxUI7oLkXbzAu by eniko@mastodon.gamedev.place
       2025-09-07T16:03:51Z
       
       0 likes, 0 repeats
       
       here it is compared to my style guide image. how did i do, chat?i probably wanna pull the grass away from the edge a bit more because it obscures the outlines, but i'm pretty happy with this overall
       
 (DIR) Post #Ay0ZLbaNvu5JPCreHA by eniko@mastodon.gamedev.place
       2025-09-07T17:12:19Z
       
       0 likes, 0 repeats
       
       At the moment the wild grass is actually a block on top of the dirt (like carpets in minecraft) but I'm thinking maybe I should change it so that the grass is part of the dirt block that sticks out above it as it were. That way things can occupy the same block as the grass without deleting it, like shrubs, flowers, or other non-opaque blocks
       
 (DIR) Post #Ay0ZLjK1AdkJOlGgsK by eniko@mastodon.gamedev.place
       2025-09-07T19:59:49Z
       
       0 likes, 0 repeats
       
       here's another close up i really enjoyed of the terrain in my block game#GameDev #IndieDev #PixelArt #ProcGen
       
 (DIR) Post #Ay1YQ40iHrQdvQhXAe by raccoon@hollow.raccoon.quest
       2025-09-09T08:29:11.562Z
       
       0 likes, 0 repeats
       
       @eniko@mastodon.gamedev.place Do you have any plan for the gameplay yet?
       
 (DIR) Post #Ay8HtlSlTMPNyT7Nx2 by eniko@mastodon.gamedev.place
       2025-09-10T14:14:28Z
       
       0 likes, 0 repeats
       
       i've got columns of chunks working, but they're not really connected at the moment so i gotta fix that next#GameDev #IndieDev #ProcGen
       
 (DIR) Post #Ay8Htmer1tfngFmYQy by eniko@mastodon.gamedev.place
       2025-09-10T19:51:03Z
       
       0 likes, 0 repeats
       
       chunks connect properly now! with bonus shot of the sprawling cave systems beneath the surfacei made a staged chunk generation system where chunks can request their neighbors be generated but only up to a certain stage, which keeps the generation from going infinitely in all directions, because the requested stage must always be lower than the chunk's current stage of generation#GameDev #IndieDev #ProcGen
       
 (DIR) Post #Ay8HtnDawjSjQ02IaG by eniko@mastodon.gamedev.place
       2025-09-10T19:51:15Z
       
       0 likes, 0 repeats
       
       you can see through the sides of chunks now because the chunks (correctly!) note that their underground sides faces are obscured. it's just that they're obscured by chunks you can't see because they haven't fully been generated yet
       
 (DIR) Post #Ay8Htnlyssy58e7lBI by eniko@mastodon.gamedev.place
       2025-09-11T10:39:38Z
       
       0 likes, 0 repeats
       
       who's got two thumbs and infinitely spawning terrain? this girl πŸ‘ˆπŸ‘ˆ#GameDev #IndieDev #ProcGen
       
 (DIR) Post #Ay8HtohlQ3Bm1r9uFM by eniko@mastodon.gamedev.place
       2025-09-11T13:19:37Z
       
       0 likes, 0 repeats
       
       holy shit this is already spawning some sick caves, look at the awesome ravine i found at the end of this clip!#GameDev #IndieDev #ProcGen #PixelArt
       
 (DIR) Post #Ay8Htpa0AOZek4XDmq by eniko@mastodon.gamedev.place
       2025-09-11T16:11:42Z
       
       1 likes, 0 repeats
       
       decided to add some simple caverns so it's not noodle caves all the way down
       
 (DIR) Post #Ay8HtqGXcEbMs0RC5o by eniko@mastodon.gamedev.place
       2025-09-12T13:14:43Z
       
       1 likes, 0 repeats
       
       babe wake up, new block type just dropped#GameDev #IndieDev #ProcGen #PixelArt
       
 (DIR) Post #Ay8HtywJMoldls2fJI by eniko@mastodon.gamedev.place
       2025-09-12T13:29:59Z
       
       0 likes, 0 repeats
       
       can i just say its interesting what happens to a block game aesthetic when you're not afraid of following oldschool pixel art techniques like minecraft seems to be
       
 (DIR) Post #AyD0r9vE6JsjQ42MEK by eniko@mastodon.gamedev.place
       2025-09-12T21:18:42Z
       
       0 likes, 0 repeats
       
       i added a way to toggle the bevel effect on and off and i can't stop flying around toggling it on and off and marveling at how much of a difference it makes#GameDev #IndieDev #ProcGen #PixelArt
       
 (DIR) Post #AyD0rBYc1MysUVTKG8 by eniko@mastodon.gamedev.place
       2025-09-13T09:52:12Z
       
       0 likes, 0 repeats
       
       found another cool ravine, chat#GameDev #IndieDev #ProcGen
       
 (DIR) Post #AyD0rC3o9Nw03G4Esq by eniko@mastodon.gamedev.place
       2025-09-14T15:25:23Z
       
       0 likes, 1 repeats
       
       i can finally hop around this world and IT'S SO GOOD 😭 #EniBlockGame #GameDev #IndieDev #ProcGen
       
 (DIR) Post #AyD0rJtT1iPsLVI5sO by eniko@mastodon.gamedev.place
       2025-09-14T18:56:11Z
       
       0 likes, 0 repeats
       
       it's such a massive difference to jump around the world and bump into walls now compared to being a disembodied camera clipping through the terrain
       
 (DIR) Post #AyD0rRp9XdicwRKlGK by eniko@mastodon.gamedev.place
       2025-09-14T20:08:52Z
       
       0 likes, 0 repeats
       
       i uh, may or may not have spent several hours today just exploring and jumping around caves in my block gameanyway look at this cool cave i found!#EniBlockGame #GameDev #IndieDev #ProcGen
       
 (DIR) Post #AyhYCQJ5heyZJ5agFc by eniko@mastodon.gamedev.place
       2025-09-16T16:11:29Z
       
       0 likes, 0 repeats
       
       i added placing and removing blocks, so i did what one does in such a situation and built a stone starter house#EniBlockGame #GameDev #IndieDev #ProcGen #PixelArt
       
 (DIR) Post #AyhYCROndv8Wh5Gkmu by eniko@mastodon.gamedev.place
       2025-09-17T10:53:36Z
       
       0 likes, 0 repeats
       
       immediately stuck on implementing lighting because i can't decide whether to store lighting values per block, per face, or per vertex per face
       
 (DIR) Post #AyhYCS01PWuWYWgTo0 by eniko@mastodon.gamedev.place
       2025-09-17T12:25:18Z
       
       0 likes, 0 repeats
       
       It is pitch black. You are likely to be eaten by a grue(grass temporarily removed for convenience while working on lighting)#EniBlockGame #GameDev #IndieDev #ProcGen
       
 (DIR) Post #AyhYCTAh3L2cBugW4u by eniko@mastodon.gamedev.place
       2025-09-17T13:39:05Z
       
       0 likes, 0 repeats
       
       ok, got some basic lighting going on, now to refine it(surface flattened temporarily for convenience)#EniBlockGame #GameDev #IndieDev #ProcGen
       
 (DIR) Post #AyhYCTtiLx3ORXkTFg by eniko@mastodon.gamedev.place
       2025-09-17T15:55:10Z
       
       0 likes, 0 repeats
       
       i mean, this *is* a bit better than standard minecraft, but... idk. i don't think it's enough better?may have to try an entirely different approach and fall back to this if i can't work anything outbonus cave shot with lighting#EniBlockGame #GameDev #IndieDev #ProcGen
       
 (DIR) Post #AyhYCUfZU1Kopy8gqW by eniko@mastodon.gamedev.place
       2025-09-18T12:55:43Z
       
       0 likes, 0 repeats
       
       me: grass is backmy followers: what?me: *loading a pistol and jumping back into block game* grass is back#EniBlockGame #GameDev #IndieDev #ProcGen #PixelArt
       
 (DIR) Post #AyhYCVdTtHFzpmAXE8 by eniko@mastodon.gamedev.place
       2025-09-18T20:45:15Z
       
       0 likes, 0 repeats
       
       hey fedi i went back to the cool ravine and got a screenshot for you with lighting#EniBlockGame #GameDev #IndieDev #ProcGen
       
 (DIR) Post #AyhYCWNZ7w7W8hjL3g by eniko@mastodon.gamedev.place
       2025-09-19T16:22:37Z
       
       0 likes, 0 repeats
       
       ladies, gents, and all those with genders benti have created: The Sun#EniBlockGame #GameDev #IndieDev #ProcGen
       
 (DIR) Post #AyhYCX4SYSQoHjnauu by eniko@mastodon.gamedev.place
       2025-09-19T16:29:54Z
       
       0 likes, 0 repeats
       
       i still have to separate the sunlight and regular light into two separate layers but once i do that i can add stuff like a day night cycletbh kind of extremely done with working on the lighting system at this point :'D#EniBlockGame
       
 (DIR) Post #AyhYCXy7DWx14Lq2fQ by eniko@mastodon.gamedev.place
       2025-09-20T15:53:31Z
       
       0 likes, 0 repeats
       
       decided to compare the effects of block game's 3x3 neighbor lighting, where direct neighbors get a -1 lighting, diagonals get -sqrt(2), and corners get -2, with minecrafts simpler -1 for direct neighbors lightingin minecraft's you can see banding whereas there's not much in block game's model. but also block game's propagates further in caves despite having the same radius, because in mc's model most of the brightest light along cardinals is lost#EniBlockGame #GameDev #IndieDev #ProcGen
       
 (DIR) Post #AyhYCZ23GNh4MqghRQ by eniko@mastodon.gamedev.place
       2025-09-20T15:55:47Z
       
       0 likes, 0 repeats
       
       i was curious why i didn't feel like i needed to add smooth lighting to block game and it turns out doing the diagonals smooths it out enough it's not really noticeable (i may still add it later down the road)#EniBlockGame
       
 (DIR) Post #AyhYCZa5Dquq4ObsUC by eniko@mastodon.gamedev.place
       2025-09-20T16:19:50Z
       
       0 likes, 0 repeats
       
       if i set the layers to exclusion you can see the difference. darker is more equal and brighter is less equal. there's dark parts along the cardinals from the light source, and near the player at the edge of the light radius, but in between (along the diagonals) they differ greatly#EniBlockGame #GameDev #IndieDev #ProcGen
       
 (DIR) Post #AyhYCahZ3WUhXt7Mmm by eniko@mastodon.gamedev.place
       2025-09-20T20:26:56Z
       
       0 likes, 0 repeats
       
       block and sky light have been separated, the lighting system is complete, and i have made the sloppiest day night cycle ever to showcase it! enjoy πŸ’œ#EniBlockGame #GameDev #IndieDev #ProcGen
       
 (DIR) Post #AyhYCbe3Y3HYTIU4xM by eniko@mastodon.gamedev.place
       2025-09-21T07:58:10Z
       
       0 likes, 0 repeats
       
       People keep asking me where I intend to take block game, gameplay wise, and the very short answer is: minecrafty (highly item centric) sandbox rpg with a living world, like ultima or elder scrolls meets minecraft#EniBlockGame
       
 (DIR) Post #AyhYCcLIxFsQdQicMq by eniko@mastodon.gamedev.place
       2025-09-21T08:12:55Z
       
       0 likes, 0 repeats
       
       You may say "Eniko this sounds like a tall order" and you'd be right but on the other hand I've been training for this for literally 30 yearsI'm ready#EniBlockGame
       
 (DIR) Post #AyhYCcwAkBMqTly3pg by eniko@mastodon.gamedev.place
       2025-09-21T14:14:46Z
       
       0 likes, 0 repeats
       
       replaced the 100% faked day night cycle with a proper one. it's still a little barebones because it only changes the clear color but it's a lot better than a sine wave#EniBlockGame #GameDev #IndieDev #ProcGen #PixelArt
       
 (DIR) Post #AyhYCdmdb7Kp6UVxbs by eniko@mastodon.gamedev.place
       2025-09-21T17:00:36Z
       
       0 likes, 0 repeats
       
       omg i'm an idiot. i had a separate list of sky colors and sun strength scalars for the terrain to do the day night cyclethen i realized i could just convert the colors to HSL, and set the sun strength scalar based on the min, current, and max brightness of the sky colorsso `sun = (cur - min) / (max - min);`did that and it works great :|#EniBlockGame #GameDev #IndieDev
       
 (DIR) Post #AyhYCez58KsopNLPe4 by eniko@mastodon.gamedev.place
       2025-09-22T18:57:13Z
       
       0 likes, 0 repeats
       
       ok so adding direct lighting to block game is going really well πŸ₯²#EniBlockGame #GameDev #IndieDev
       
 (DIR) Post #AyhYCg31BBcs7sC4Q4 by eniko@mastodon.gamedev.place
       2025-09-22T19:59:11Z
       
       0 likes, 0 repeats
       
       okay that's much better 😊 there's some light bleed that i need to fix but i think i might know what's causing thateither way this is a good stopping point for the day#EniBlockGame #GameDev #IndieDev
       
 (DIR) Post #AyhYCgs47OSWgC4pzE by eniko@mastodon.gamedev.place
       2025-09-23T12:46:28Z
       
       0 likes, 0 repeats
       
       fixed the light bleed issueso basically block game has faux global illumination now. i realized minecraft style lighting is kinda like bounce lighting, so i figured if i added shadow mapped direct lighting it'd look sorta like GI and i think it turned out real good!you can see that both methods separately lack something, but when combined the scene feels pretty grounded :D#EniBlockGame #GameDev #IndieDev #ProcGen #PixelArt
       
 (DIR) Post #AyhYCi97NTh4dN3yCm by eniko@mastodon.gamedev.place
       2025-09-23T12:46:51Z
       
       0 likes, 0 repeats
       
       and here's a gif that cycles through the three lighting styles#EniBlockGame
       
 (DIR) Post #AyhYCizaEPf3G5bryy by eniko@mastodon.gamedev.place
       2025-09-23T12:59:24Z
       
       0 likes, 0 repeats
       
       i probably won't add a similar system for sunlight because what i'll probably do is just add shadow mapping for the sun at some point. that way sun shadows can move throughout the daythen i'll have a full direct lighting + shadows + bounce light solution for block game :3#EniBlockGame
       
 (DIR) Post #AyhYCjZ26c1922CBEm by eniko@mastodon.gamedev.place
       2025-09-23T13:14:00Z
       
       1 likes, 0 repeats
       
       holy shit dude look at how much more dramatic caves look now when you stick a light in em!#EniBlockGame #GameDev #IndieDev #ProcGen #PixelArt
       
 (DIR) Post #AyhYCke25VbwNpXgfY by eniko@mastodon.gamedev.place
       2025-09-23T15:25:42Z
       
       0 likes, 0 repeats
       
       just to be clear: this lighting doesn't use any realtime raytracing technology or gpu compute buffers or anything like that. in fact it doesn't use the gpu *at all*you could have this lighting while running the game on a literal potato. i could run this on my 2012 laptop (that's my acceptable performance target)#EniBlockGame
       
 (DIR) Post #AyhYClIRfFwAPARxey by eniko@mastodon.gamedev.place
       2025-09-23T18:29:00Z
       
       0 likes, 0 repeats
       
       changed direct lighting in block game so it can be progressively performed over multiple frames, which means i can allot a fixed time budget per frame for itshown here artificially slowed down and with indirect light hidden to show the process more clearly#EniBlockGame #GameDev #IndieDev
       
 (DIR) Post #AyhYCmIpvHqPWfdmuO by eniko@mastodon.gamedev.place
       2025-09-23T19:42:44Z
       
       0 likes, 0 repeats
       
       i still have some small optimizations to do to direct lighting and small bugs to fix (literal corner cases agghhh!! 😫) and i'll probably tweak the lighting colors and skybox a bit here and there but i'm considering the lighting system done now and i'm excited to move on to adding more *stuff* to the game#EniBlockGame
       
 (DIR) Post #AyhYCmtLjX3FLuiwoy by eniko@mastodon.gamedev.place
       2025-09-24T09:15:08Z
       
       0 likes, 0 repeats
       
       someone asked what the caves look like with the different light layers so in this post and a couple replies imma post screenshots from the same cave earlier with direct + indirect, direct only, and indirect only light#EniBlockGame #GameDev #IndieDev #ProcGen #PixelArt
       
 (DIR) Post #AyhYCnunvboEWiPcjA by eniko@mastodon.gamedev.place
       2025-09-24T09:19:21Z
       
       0 likes, 0 repeats
       
       more cave lighting passes separated#EniBlockGame
       
 (DIR) Post #AyhYCoyNzmGho75zwu by eniko@mastodon.gamedev.place
       2025-09-24T09:25:36Z
       
       0 likes, 0 repeats
       
       final separated set of cave lighting passes#EniBlockGame
       
 (DIR) Post #AyhYCpiTER8E72enmS by eniko@mastodon.gamedev.place
       2025-09-24T15:52:33Z
       
       0 likes, 0 repeats
       
       grass and surface height are back and, oh yea, i'm really liking this lighting model with the shadows cast on the grass and everything πŸ˜™πŸ‘Œ#EniBlockGame #GameDev #IndieDev #ProcGen #PixelArt
       
 (DIR) Post #AyhYCqx2dkNhwWTx8C by eniko@mastodon.gamedev.place
       2025-09-25T16:32:36Z
       
       0 likes, 0 repeats
       
       adding leaf blocks, but my engine may need some new code for blocks with transparent textures :'D#EniBlockGame #GameDev #IndieDev #ProcGen #PixelArt
       
 (DIR) Post #AyhYCrsTCEJoodLoe0 by eniko@mastodon.gamedev.place
       2025-09-25T17:07:57Z
       
       0 likes, 0 repeats
       
       I've got some shell texturing ideas for leaf blocks. will have to see if/how they work out in practice#EniBlockGame
       
 (DIR) Post #AyhYCsWslye2pyG5dQ by eniko@mastodon.gamedev.place
       2025-09-27T21:15:41Z
       
       0 likes, 0 repeats
       
       had a rough time with partially transparent blocks (leaves) in block game but i got there in the end. while i was dealing with the lighting system (again 😩) i also optimized the direct lighting setup from like 20ms to 2ms so that's nicereally hope to god im properly done with the lighting system this time, so i can move on to making trees#EniBlockGame
       
 (DIR) Post #AyhYCt4Cm5IeVJqhZg by eniko@mastodon.gamedev.place
       2025-09-28T16:14:46Z
       
       0 likes, 0 repeats
       
       vaguely tree flavored object#EniBlockGame #GameDev #IndieDev #ProcGen #PixelArt
       
 (DIR) Post #AyhYCu9uiLSbtJWm6y by eniko@mastodon.gamedev.place
       2025-09-28T17:33:56Z
       
       0 likes, 0 repeats
       
       wasn't happy with the shell texturing on the leaves so i amped it up a bit more#EniBlockGame #GameDev #IndieDev #ProcGen #PixelArt
       
 (DIR) Post #AyhYCw4faoSDpd5cDQ by eniko@mastodon.gamedev.place
       2025-09-28T21:58:55Z
       
       0 likes, 0 repeats
       
       hmm the side shells are fine when they visually detach from the blocks but the top/bottom ones aren't. bringing them closer in would help but make the leaves less fluffy (doubling the distance from the block of the outer shells is what really helped the fluff)and i don't really wanna add another in-between shell. maybe i can make the top/bottom shell pointy like a pyramid? should be able to do that with 4 triangles, right? πŸ€”edit: ok yeah the pyramid thing works#EniBlockGame
       
 (DIR) Post #AyhYCxC9QU25J7b6W0 by eniko@mastodon.gamedev.place
       2025-09-29T12:29:43Z
       
       0 likes, 0 repeats
       
       this seems like an alright distribution for trees for the moment, using blue noise#EniBlockGame #GameDev #IndieDev #ProcGen
       
 (DIR) Post #AyhYCyfbwRBxsmO94a by eniko@mastodon.gamedev.place
       2025-09-29T14:37:37Z
       
       1 likes, 0 repeats
       
       okay so i think that's trees done, no improvement needed here#EniBlockGame #GameDev #IndieDev #ProcGen
       
 (DIR) Post #AyjsHt8eK2SLZdVfbE by eniko@mastodon.gamedev.place
       2025-09-29T19:07:35Z
       
       0 likes, 0 repeats
       
       trees :3#EniBlockGame #GameDev #IndieDev #ProcGen #PixelArt
       
 (DIR) Post #AyjsHu6uhyf6aXhnX6 by eniko@mastodon.gamedev.place
       2025-09-29T19:49:08Z
       
       0 likes, 0 repeats
       
       oops i forgot to update the initial sunlight pass to take into account semi-opaque blocks so the trees didn't have proper lightingthat's ok though that means i get to post more trees :D#EniBlockGame #GameDev #IndieDev #ProcGen #PixelArt
       
 (DIR) Post #AyjsHvJiDsUgKWhX7Y by eniko@mastodon.gamedev.place
       2025-09-30T09:22:42Z
       
       0 likes, 0 repeats
       
       took some advice from @runevision and modulated my blue noise threshold with simplex noise and now trees are pleasingly clumpy#EniBlockGame #GameDev #IndieDev #ProcGen
       
 (DIR) Post #AyjsHw8lA5KKsqaIgi by eniko@mastodon.gamedev.place
       2025-09-30T10:40:45Z
       
       0 likes, 0 repeats
       
       so the leaves don't look as good far away as they do from up close. trying something new and could use some feedback#EniBlockGame
       
 (DIR) Post #AyjsHxE77fCiFk65fk by eniko@mastodon.gamedev.place
       2025-09-30T11:44:31Z
       
       0 likes, 0 repeats
       
       did something very lazy as a last ditch effort and actually.... i kinda like this one#EniBlockGame
       
 (DIR) Post #AyjsHymBMU393h2oPg by eniko@mastodon.gamedev.place
       2025-09-30T11:46:32Z
       
       0 likes, 0 repeats
       
       high up leaf comparisons#EniBlockGame
       
 (DIR) Post #AyjsHzO75SOIxKn6XI by eniko@mastodon.gamedev.place
       2025-09-30T12:13:24Z
       
       0 likes, 0 repeats
       
       a quick polish up of the textures (i made the shell geometry 1.5x as large without increasing the texture size, but i have now) i think this is definitively the winnerit's fluffy up close and actually much fluffier from far away, and the outline is still there but not overbearing#EniBlockGame #GameDev #IndieDev #ProcGen #PixelArt
       
 (DIR) Post #AyjsI0Z8hwnyboxQMS by eniko@mastodon.gamedev.place
       2025-09-30T12:42:42Z
       
       1 likes, 0 repeats
       
       really happy with this. trees lit up at night is a major vibe too#EniBlockGame #GameDev #IndieDev #ProcGen #PixelArt
       
 (DIR) Post #AyjsI1R1TbuHIwASLg by eniko@mastodon.gamedev.place
       2025-09-30T17:23:35Z
       
       0 likes, 0 repeats
       
       this thing has probably wayyyy too many vertices, but anyway i've added ferns#EniBlockGame #GameDev #IndieDev #PixelArt
       
 (DIR) Post #AyjsI2UxWSeKbR177g by foone@digipres.club
       2025-09-30T17:38:11Z
       
       0 likes, 0 repeats
       
       @eniko it's the 90s, we have polygons to spare
       
 (DIR) Post #AyjsLav7zyIoEIx7SK by ozzelot@mstdn.social
       2025-09-30T17:39:48Z
       
       0 likes, 0 repeats
       
       @foone @eniko mind-boggling effects are at our fingertips
       
 (DIR) Post #AykI59c6M3aRiJsGX2 by eniko@mastodon.gamedev.place
       2025-09-30T17:47:55Z
       
       0 likes, 0 repeats
       
       still works fine with 3 top/bottom fronds instead of 5 so i'll go with that
       
 (DIR) Post #AykI5AnTxEHhNuCruS by eniko@mastodon.gamedev.place
       2025-09-30T19:34:57Z
       
       0 likes, 0 repeats
       
       wildflowers :3#EniBlockGame #GameDev #IndieDev #PixelArt
       
 (DIR) Post #AykI5BzvURph6n2Jwe by eniko@mastodon.gamedev.place
       2025-09-30T19:55:03Z
       
       1 likes, 0 repeats
       
       ok well. that's a good enough pause point for the day. this is looking quite lovely if i do say so myself :3#EniBlockGame #GameDev #IndieDev #ProcGen
       
 (DIR) Post #AykI5CWXXBv8jwIMmO by eniko@mastodon.gamedev.place
       2025-09-30T22:26:26Z
       
       1 likes, 0 repeats
       
       oh hey all the surface enhancements really help the view when you come out of caves :D#EniBlockGame
       
 (DIR) Post #Ayzk7Iredw0j4VMS6S by eniko@mastodon.gamedev.place
       2025-10-01T18:58:29Z
       
       1 likes, 0 repeats
       
       couple days late but, happy 1 month birthday block game! what a difference a month of development makes#EniBlockGame #GameDev #IndieDev #ProcGen #PixelArt
       
 (DIR) Post #Ayzk7KjDiGS6qvQkEa by eniko@mastodon.gamedev.place
       2025-10-02T12:15:48Z
       
       0 likes, 0 repeats
       
       still taking it easy since i'm recovering from a week of huge migraines. i've come up with one design pillar for block game: all structures generated must tell a story. since there's no plot or dialogue, this will have to be done through environmental storytellingwhy yes, i have been watching a certain majuular video recently, why do you ask?#EniBlockGame
       
 (DIR) Post #Ayzk7LTIwvJd9qzY48 by eniko@mastodon.gamedev.place
       2025-10-07T19:30:01Z
       
       1 likes, 0 repeats
       
       optimized chunk generation and graphics rebuilding, and added basic visibility culling to skip drawing chunks behind the cameraeven though all the code is still synchronous the terrain generation now keeps up with the camera even at a visible chunk radius of 16, and i get 60-90 fps with a radius of 12 even on my weak pc when not generating chunks (30-40 otherwise)and this is what a visible chunk radius of 12 looks like:#EniBlockGame #GameDev #IndieDev #ProcGen
       
 (DIR) Post #Ayzk7TjuD5Leneov3I by eniko@mastodon.gamedev.place
       2025-10-07T19:55:08Z
       
       0 likes, 0 repeats
       
       bonus video: generating new terrain at dawn with a visible chunk radius of 16#EniBlockGame #GameDev #IndieDev
       
 (DIR) Post #Az00rpkCKNrZdM5BPk by Blort@social.tchncs.de
       2025-09-19T21:39:15Z
       
       0 likes, 0 repeats
       
       @eniko I'm not excited for Minecraft updates, but I'm excited for this. :)#KitsuneBlocks
       
 (DIR) Post #Az00rrCEvbt88cD5lI by piggo@piggo.space
       2025-09-19T21:47:14.920179Z
       
       0 likes, 0 repeats
       
       @Blort @eniko Minecraft is now just adding trash. This still has a chance to explore something new instead of copying Minecraft
       
 (DIR) Post #Az00rs4TfxH0qpaPIm by eniko@mastodon.gamedev.place
       2025-09-19T21:48:25Z
       
       0 likes, 0 repeats
       
       @piggo @Blort I mean, stuff like the crafter and copper golems are nice quality of life things
       
 (DIR) Post #Az00rtERMOpwS1FsTA by piggo@piggo.space
       2025-09-19T21:50:43.599685Z
       
       1 likes, 0 repeats
       
       @eniko @Blort did I miss a release? HuhBut I mean I enjoyed it the most in the early versions with the silly bugs. Like machine gun bows and infinite speed trains
       
 (DIR) Post #Az010IhAZWO1jzhg5A by fabiosantoscode@mastodon.social
       2025-10-08T09:32:53Z
       
       1 likes, 0 repeats
       
       @eniko I was able to recreate my favourite Minecraft meme with this one.
       
 (DIR) Post #Az010NrHNMRbknTK2C by fabiosantoscode@mastodon.social
       2025-10-08T09:33:47Z
       
       0 likes, 0 repeats
       
       @eniko but I don't mean the intent of the meme. I did ask, and I do follow your updates. The asker is within.
       
 (DIR) Post #Az0139MjiQDDfsVMJ6 by eniko@mastodon.gamedev.place
       2025-10-08T12:06:17Z
       
       0 likes, 0 repeats
       
       did the important work of switching index buffers over from 16 bit indices to 32 bit indices in the unlikely but potentially possible case of a vertex buffer having more than 65k vertices in itthis change is invisible so have a screenshot of a cool hole#EniBlockGame #GameDev #IndieDev
       
 (DIR) Post #Az013AniNbO27q8Pzs by cwebber@social.coop
       2025-10-08T12:07:48Z
       
       0 likes, 0 repeats
       
       @eniko I'm gonna come up with a nickname for this style I keep seeing you posting here: Lushcraft
       
 (DIR) Post #Az013BOaAWsRyBNrSi by cwebber@social.coop
       2025-10-08T12:08:06Z
       
       0 likes, 0 repeats
       
       @eniko "voxelush" would also work
       
 (DIR) Post #Az013BuqEagJaETckC by eniko@mastodon.gamedev.place
       2025-10-08T12:11:06Z
       
       0 likes, 0 repeats
       
       @cwebber ohhh i like both of these a lot!
       
 (DIR) Post #Az013CnQxcLmJY1Dpw by cwebber@social.coop
       2025-10-08T12:12:22Z
       
       0 likes, 0 repeats
       
       @eniko I never really liked the Minecraft aesthetic much, but I like this a lot. It's very compelling.
       
 (DIR) Post #Az013DV2LVEEUmQ2ng by eniko@mastodon.gamedev.place
       2025-10-08T12:15:18Z
       
       1 likes, 0 repeats
       
       @cwebber i think minecraft always had a very sharp edges programmer art aesthetic that was functional but not like, amazingi'm trying to much more evoke the feeling of being dropped into a 3d version of a 16-bit era rpg