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Novus Idea

@expfunction.bsky.social
50 followers 86 following 76 posts

I'm Burak, a computer scientist, graphics programming enthusiast and a gamer. I love graphics engines, currently working on my own engine for the retro styled game.

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Novus Idea @expfunction.bsky.social · 16/10/2026
Huge update! JIT compiled rasterizer now have a friend. :) #CyberVGA v1.8 software raytracer+gi (multi-core x64 JIT, no GPU). Still interactive with the L1-SH grid and coarse-LOD octree bounces. Split wipe against the 8-bit JIT rasterizer shows the difference. #indiedev #enginedev #raytracing
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Novus Idea @expfunction.bsky.social · 06/10/2026
I've been studying Just In Time compiled loops and implemented that to my rasterizer. Result is a new permutation based shading system for #CyberVGA. Currently I'm experimenting with PBR materials. Update is really soon. expfunction.itch.io/cybervga #gamedev #indiedev #retrodev
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Novus Idea @expfunction.bsky.social · 28/09/2026
This is Quake’s start map running on CPU. Master-brush AABB occlusion. Tessellated terrain LOD. Still zero GPU. CyberVGA keeps getting weirder. #CyberVGA #indiedev #gamedev
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Novus Idea @expfunction.bsky.social · 16/09/2026
DON’T TOUCH. DON’T SNAP. FUSED is out. Small MS-DOS runner for one or two players. Spark runs. Charge walks. They’re tied by a live fuse. If they meet, the keg goes. If they pull too far, the fuse snaps. Win only counts when both pass 5,000. expfunction.itch.io/fused #indiedev #gamedev
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Novus Idea @expfunction.bsky.social · 14/08/2026
Hello all! We've been busy making #CyberVGA debut game #HarmonyTree in order to complete a playable demo for #SteamNextFest and finished basic @steampowered.com integration of our game. Also we've added some VHS effects for Win64! Here are some SSs for all that progress; #indiedev #retrodev #gamedev
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Novus Idea @expfunction.bsky.social · 06/08/2026
I reworked particle renderer and now it supports all lighting + optional billboard renderer. #gamedev #indiedev #CyberVGA
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Novus Idea @expfunction.bsky.social · 04/08/2026
Working with my “Umarell” buddy. #CyberVGA #indiedev #GameDevs #blender
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Novus Idea @expfunction.bsky.social · 03/08/2026
#CyberVGA update. Implemented a procedural vignette effect combined with lighting system. Darkness closing in... #indiedev #gamedev #retrodev
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Novus Idea @expfunction.bsky.social · 30/07/2026
#CyberVGA update. Toying with the software post-processing effects. I really liked the depth of field effect that uses simple radial blur. #indiedev #gamedev #retrodev
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Novus Idea @expfunction.bsky.social · 06/07/2026
#CyberVGA update. I've just finished implementing screen spaced 4x4 bayer matrix grass renderer for materials tagged with "terrain". #indiedev #gamedev #retrodev
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Novus Idea @expfunction.bsky.social · 30/06/2026
Break from work. #indiedev #gamedev #CyberVGA #HarmonyTree
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Novus Idea @expfunction.bsky.social · 27/06/2026
Just wired up proper terrain blend mapping in #CyberVGA. 8-band texture blending driven by a painted blend map on top of the heightmap. Transitions between rock, grass, dirt, moss, all while staying true to the fixed-point pipeline and VGA constraints. #ScreenshotSaturday #RetroDev #indiedev
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Novus Idea @expfunction.bsky.social · 26/06/2026
I really like the idea of putting a subtitle for CyberVGA. “Engine Of The Past” What do you think? #CyberVGA #DOS #RetroDev #gamedev #indiedev
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Novus Idea @expfunction.bsky.social · 18/06/2026
Just locked in the full mocap workflow for CyberVGA vertex key animation. In engine timing, vertex deltas, and playback precision all holding under the fixed-point pipeline. Still works on DOS and now Win64! #CyberVGA #DOS #RetroDev #gamedev #indiedev
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Novus Idea @expfunction.bsky.social · 18/04/2026
I’m trying a minimalistic retro cyberpunk design for my engine’s logo. What do you think? #CyberVGA #gamedev #indiedev #IndieGame
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Novus Idea @expfunction.bsky.social · 23/03/2026
I'm done for the day. 😮‍💨 Tomorrow’s CyberVGA plan: Fog, sky rendering, floor/ceiling texturing, transparency, sprite scaling, billboard sprites, particles, fluids, decals. Also wiring entity mesh/sound loading in main module and doing full end-to-end entity tests. #indiedev #gamedev #dos #retro
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Novus Idea @expfunction.bsky.social · 23/02/2026
I've finally completed my fast fixed point 6 DOF 3D pipeline. Now it's time to update the rasterizer and portal renderer for my quads. 😮‍💨 #gamedev #indie #retro #msdos
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Novus Idea @expfunction.bsky.social · 03/12/2025
I'm still working on renderer, wrestling with correct vertex clipping for the latest Harmony Tree update. The build we uploaded earlier as the #CyberVGA engine test for the #DOSember jam exposed several edge-case failures in the current wall/vertex pipeline. #MSDOS #GAMEDEV #RETRO #ENGINE
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Novus Idea @expfunction.bsky.social · 03/10/2025
So box made of raw pixels didn't filcker or misplaced and I've finally been able to blit raw pixels at desired page in ModeX. Old font renderer seems like need a bit more work regarding page selection though but at this point, that's ok. 😮‍💨 Next: Sprites... #DOSEMBER #MSDOS #GAMEDEV #RETRO #ENGINE
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Novus Idea @expfunction.bsky.social · 01/10/2025
Struggling with ModeX... 😩 This is driving me crazy, beacuse it took more than a week to implement and I'm still having problems with v-retrace flickering and page offsets (I think). #DOESEMBER #MSDOS #ENGINE #GAMEDEV #RETRO
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Novus Idea @expfunction.bsky.social · 23/09/2025
Okay, rasterizer didn't work (no surprises), but blitting and screen clearing rates are way faster than before. Now I'm convinced this setup and my blit/clear assembler algorithm are viable for the engine. Woohoo! 🙌 Time to re-design the rasterizer...⌚ #DOSEMBER #MSDOS #VGA #ENGINE #RETRO #GAMEDEV
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Novus Idea @expfunction.bsky.social · 23/09/2025
More performance testing, I've switched to [ISA] Tseng Labs ET4000AX from IBM VGA, seems like a huge win in terms of VGA write speed! Also I've written Abrash-style triangle filler. I'll have results soon... #DOSEMBER #MSDOS #VGA #ENGINE #RETRO #GAMEDEV
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Novus Idea @expfunction.bsky.social · 20/09/2025
I've completed porting my earlier wireframe renderer, which uses fixed point maths & custom mesh format. Everything seems to be working fine. Comin’ up: performance testing and vertical span rasterizer! Test mesh: models.spriters-resource.com/playstation/... #DOSEMBER #MSDOS #ENGINE #GAMEDEV #RETRO
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Novus Idea @expfunction.bsky.social · 18/09/2025
YES! I've finally been able to create my MAKEFILE building system that unifies DJGPP with NASM. What a relief for today... 😮‍💨 #DOSEMBER #MSDOS #FREEDOS #RETRO #GAMEDEV #ENGINE
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