luxko
luxlyu.com
luxko
@luxlyu.com
Programming games and stuff.
Previously HAAK(https://store.steampowered.com/app/1352930/HAAK/)
Pinned
luxko @luxlyu.com · Dec 2
Just fixed a nasty bug in my visibility mask calculation. Now my SSGI based on #RadianceCascades looks really nice and stable! GI pass takes ~3.5ms when targeting 4k on RTX4080 rn. Scene is lit only with direct sunlight + GI from SSRC, no ambient. #IndieDev #graphicsprogramming #IndieGameDev
Start adding physics to my engine. First goal: make it not blow up... #gamedev #gamephysics
February 4, 2026 at 4:45 PM
Improving my motion retargeter. Now it correctly handles neck/forefoot rotation and limb orientation. Also places retargeted limbs more accurately now, so way fewer temporal glitches. If only the feet remain grounded... #IndieGameDev #GameAnimation #3danimations #gameenginedev #gamedev #indiedev
January 30, 2026 at 12:16 PM
Testing my auto control rig retargeting setup with a much more demanding dancing motion from Geno Motorica. I think it's holding up pretty well. Time to move on to the next goal: train an autoencoder for poses. #IndieGameDev #GameAnimation #gamedev #3danimations #gameenginedev #indiedev
January 21, 2026 at 5:14 PM
Finally! The retargeting setup based on my control rig auto generator is now working. Source motion from geno_laforge_ZeroEGGS. Next goal: solve sliding and ground penetration somehow. #IndieGameDev #GameAnimation #gamedev #3danimations #gameenginedev
January 20, 2026 at 6:59 PM
Spent way more time than I'd like to admit implementing this biped skeleton detector and automatic control rig generator. But now that it's working I feel glad. Next: animation retargeting in control rig space. #IndieGameDev #GameAnimation #gamedev #3danimations #gameenginedev
January 14, 2026 at 6:04 PM
Happy New Year!
Made little progress on the actual game, but all in all I'm pretty happy with my coding progress in 2025: I got a new Vulkan testbed up and running.
Here is the latest piece: initial work on a new fullbody IK system, classical DLS IK with nullspace secondary goal. #indiegamedev
December 31, 2025 at 4:41 PM
Slowly adding stuff into my new renderer. Got animation and skinning working today. Also, EON with high roughness looks kinda ok on anime characters? Need to add more materials next... #indiegamedev #龍のヨルちゃん
December 10, 2025 at 4:04 PM
Just fixed a nasty bug in my visibility mask calculation. Now my SSGI based on #RadianceCascades looks really nice and stable! GI pass takes ~3.5ms when targeting 4k on RTX4080 rn. Scene is lit only with direct sunlight + GI from SSRC, no ambient. #IndieDev #graphicsprogramming #IndieGameDev
December 2, 2025 at 5:10 PM
Getting textures into my vulkan renderer.. #GraphicsProgramming #indiedev #indieGameDev
December 1, 2025 at 5:51 PM
Adding materials to my renderer, one brdf at a time... Here goes a golden(?) bike. #graphicsprogramming #rendering #indiedev #gamedev
November 26, 2025 at 6:33 PM
November 25, 2025 at 3:47 PM
Materials turned out to be hard. But I'm making progress! I guess.. Here is me trying to fit LTC to some ggx brdf. Auto differentiation in Slang is nice. #graphicsprogramming #indiedev #indiegamedev
November 19, 2025 at 12:07 PM
Ok I'm pretty satisfied with my SSRC implementation now. Next step: add some actual materials. #IndieGameDev #IndieDev #graphicsprogramming #RadianceCascades
October 15, 2025 at 5:04 PM
I really should've been doing more productive stuff, but playing with artifacts of RC has been too interesting.. #GraphicsProgramming #RadianceCascades #IndieDev #IndieGameDev
October 13, 2025 at 6:00 PM
Ok I think I've fixed all major issues in my screenspace #RadianceCascades implementation. Still barebones, but I'll revisit this after working on other parts of the renderer. #graphicsprogramming #indiegamedev #indiedev
September 26, 2025 at 2:18 PM
Some more progress on my screenspace #RadianceCascades implementation. Currently costing ~7ms on RTX 3060 laptop when targeting 1440p. Approximately half of the cost is from the final gathering stage, there must be some way to furthur bring down the cost there. #indiedev #indiegamedev
September 26, 2025 at 5:26 AM
Fixing more issues in my screenspace #RadianceCascades implementation. Merging still seems problematic though. #graphicsprogramming #indieGameDev
September 25, 2025 at 6:10 PM
Learning more about SSRC. It's almost kinda working now!.. Cascades start from a 8x8 downsampled frame buffer, so generation can be pretty fast, ~1ms on my setup. The outputs(e.g. P3/P4) need to then be gathered(upsampled) to screenres, rn that part is very slow. #graphicsprogramming #indiedev
September 24, 2025 at 12:24 PM
Wrote my first #shadertoy shader. It's about a generalized version of Z-curve that can handle non-square, non-power-of-two domains. Inspired by "Generalised 3D Morton and Hilbert Orderings" by David Walker. #GraphicsProgramming #shader
September 13, 2025 at 7:20 AM
Implementing basic PCF for my virtual shadow map. Looks stable enough to me now! #graphicsprogramming #gamedev #IndieGameDevs
September 9, 2025 at 6:54 PM
Implementing virtual shadow clipmaps in my new renderer. Having stable shadow texels under camera movement with bounded memory consumption is pretty nice. The actually committed tiles are highlighted in the later half of the video. Next goal: PCF. #graphicsprogramming #indiedev #indiegamedev
September 9, 2025 at 2:37 PM
More progress on my SSAO implementation: the noises/fireflies are almost all gone now! It's still pretty heavy though: 4x8 taps per pixel to generate the initial AO data using visibility masks, then another 2pass 5x5 taps using guided denoising. But it looks pretty nice! #indiegamedev #indiedev
August 24, 2025 at 10:26 AM
Making progress on my ssao implementation: tried to use guided image filtering for denoising today, results look promising. Still not sure how to prevent flickers without comprosing some depth details though... #graphicsprogramming #indiegamedev #screenshotsaturaday
August 23, 2025 at 8:59 PM
Adding SSAO to my new renderer. I think the raw ao output looks OK now, need to look into filtering next. #graphicsprogramming #vulkan #IndieGameDev
August 21, 2025 at 7:18 PM
Making progress on my new Vulkan renderer. It's starting to look like an actual engine now!.. #indiedev #gamedev #graphicsprogramming
August 15, 2025 at 6:51 PM