Nikita Lisitsa
@lisyarus.bsky.social
6.5K followers 970 following 1.6K posts
He/him I teach C++ & computer graphics and make videogames Working on a medieval village building game: https://youtube.com/playlist?list=PLSGI94QoFYJwGaieAkqw5_qfoupdppxHN&cbrd=1 Check out my cozy road building traffic sim: https://t.ly/FfOwR
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A new devlog about my medieval village building game! About 4 months of progress in this one!

#indiedev #gamedev #indiegames #devlog

www.youtube.com/watch?v=fymx...
Stockpiles, Roofs, and Much More! - Village Builder Devlog #10
YouTube video by Nikita Lisitsa
www.youtube.com
Reposted by Nikita Lisitsa
Sincerity and warmth of depicted emotions
(also they're cute)
Reposted by Nikita Lisitsa
I had an impulse to see if I could make a basic hair shader that doesn't require any specially made meshes or textures. Came up with this modification of the Unity Standard shader.

The shapes below are just standard Unity spheres and capsules and only a simple normal map is used; no other textures.
Ngl, pretending I'm just walking through the forest in my game feels really cool. Maybe I do need a first-person mode after all...

#indiegames #gamedev #indiedev
Nah, they do some crazy (patented) exact pixel-bezier intersections in the shader or smth like that
See bsky.app/profile/lisy...

Also I'm planning to tie the clouds with some rudimentary weather simulation, which makes it weird to be able to move them by hand
It's not about not being able to see some particular object or place - you can just zoom in or move the camera a bit and voila, you see it. It's about obstructing the view as a whole, like looking through a mosquito net
I really don't want to mess with transparency
Also it doesn't solve the issue - it will still interfere with the view, just in a transparent way
That's exactly what I'm doing rn!
It's not about not being able to see some particular object or place - you can just zoom in or move the camera a bit and voila, you see it. It's about obstructing the view as a whole, like looking through a mosquito net
Hmm, this does help somewhat, but now the clouds are harder to see from the ground (the camera can't look up much)
I really don't want to mess with transparency
Also it doesn't solve the issue - it will still interfere with the view, just in a transparent way
I really don't want to mess with transparency
Also it doesn't solve the issue - it will still interfere with the view, just in a transparent way
It's not about not being able to see some particular object or place - you can just zoom in or move the camera a bit and voila, you see it. It's about obstructing the view as a whole, like looking through a mosquito net
It's not about not being able to see some particular object or place - you can just zoom in or move the camera a bit and voila, you see it. It's about obstructing the view as a whole, like looking through a mosquito net
I like how the clouds look in my game, but they severely obstruct the ground view when looking from above the clouds 😓 Adding a "show/hide clouds" UI button seems like a very crude solution.

#indiegames #indiedev #gamedev
Btw this relies a lot on using a calling convention where the caller (i.e. not the callee) cleans up the stack after the call
With anisotropic filtering you can pretty much get away with just SDF/MSDF text
Slug is absolutely an overkill expect if you're an AAA studio
Life goals: met a mate in a bar to sketch a shader he needed
Prototyping a generic extensible system for entity spawning. Each entity type declares some slope/noise/etc (later - climate also) value ranges where it can spawn. Just trees for now, and it's not wired to the distant forests mesh yet.

#indiedev #gamedev #indiegames
On second though, probably I'm just not that famous lmao 😅
Idk what I'm doing wrong but I get basically 0 negativity/reply guys on both platforms!

The bird site though...
Ngl she's got a ton of charm!
That's SO MUCH more work that I'll absolutely never do it!