Reposted by Jarl LarssonEnjl @enjl.awakens.today · 02/10/2026This is exactly why I insist that coding, too, is a form of art. Even for situations where there is one "objectively best" form of implementation, the developer's intuition and passion lead to the shape the features take on, and to software people actually want to use. 0722
Jarl Larsson @jarllarsson.bsky.social · 29/09/2026And one more showcase: here of how everything looks on a bigger planet. Painting some clouds in-game, looking at them from above in the editor, and then walking around a bit in the player constructed landscape. #gamedev #indiedev #vulkan 093
Jarl Larsson @jarllarsson.bsky.social · 29/09/2026And a showcase of the blending in action with a few more metaballs and during what little "gameplay" I have atm. 🤹 #indiedev #gamedev #vulkan 0103
Jarl Larsson @jarllarsson.bsky.social · 29/09/2026Timelapse-kinda of me trying different approaches of implementing color blending for my brick based SDF raymarcher. Blending information is baked into the bricks. Each voxel store 3 material id's affecting it, as well as their respective weights. #gamedev #indiedev #vulkan 1122
Jarl Larsson @jarllarsson.bsky.social · 26/09/2026Implemented good old shadow mapping for crisper shadows up close for opaque occluders. Froxel shadows still handle shadows from fog volumes and all far shadows. #gamedev #indiedev #screenshotsaturday #vulkan 0216
Reposted by Jarl LarssonSplendid Failures @splendidfailures.bsky.social · 25/09/2026It’s getting closer! Sanitron is polishing up for A Corporate Machine’s big day as part of the #BigBreakShowcase Join us and all our #CoffeeStain friends on September 29: www.youtube.com/watch?v=oIJO... See you there! www.youtube.com/watch?v=S86v...youtube.comThe Big Break Showcase 2026YouTube video by Coffee Stain Studios 045
Reposted by Jarl LarssonD.W.A.P. (Ben) @andwap.bsky.social · 24/09/2026When your gamedev friend shows you progress on their new engine. 2648941724
Jarl Larsson @jarllarsson.bsky.social · 24/09/2026Debugging UV coordinates of a shadow caster plane in the atmosphere volume gave me a happy little rainbow! 🌈 #gamedev #indiedev #vulkan 2205
Jarl Larsson @jarllarsson.bsky.social · 22/09/2026WIP SDF collisions supporting smooth union #gamedev #indiedev #vulkan 1183
Jarl Larsson @jarllarsson.bsky.social · 22/09/2026Pretty debug colors :) #gamedev #indiedev #vulkan 0122
Jarl Larsson @jarllarsson.bsky.social · 18/09/2026Prettify pass on editor. Trying to make it less noisy. #indiedev #vulkan #gamedev 0193
Jarl Larsson @jarllarsson.bsky.social · 16/09/2026Added a janky little GPU stats window to my editor. Powered by Vulkan timestamp queries! Look at my stupid bricks update running hot while nothing happens... 🤫 Also, bonus player planet movement! 🚢 Also, can finally serialize my scenes to json. Prepping for design work! #vulkan #gamedev #indiedev 0150
Reposted by Jarl LarssonLuca @lucagalletti.bsky.social · 12/09/2026Finally using his hands right 😂🤣🤣 IG: @stoccafisso_design Amedeo Capelli, Automata maker www.etsy.com/ca/shop/Stoc... 631517286
Jarl Larsson @jarllarsson.bsky.social · 04/09/2026Color from atmospheric scattering used as ambient light. Kinda fakey (+ some hacks for the night side) but I think it could work. Still have IBL as well (moot for space background though), might extend it later to use some kind of realtime cubemap...(?) #vulkan #gamedev #indiedev 0171
Jarl Larsson @jarllarsson.bsky.social · 31/08/2026Not sure how to show it, but I implementet a bilateral upsampler for my fog and cloud buffer. It helps my downsampled low frequency translucent stuff to upsample into the full res backbuffer and still keep edges on things in front- and intersecting nice and clean. #gamedev #indiedev #vulkan 1103
Jarl Larsson @jarllarsson.bsky.social · 31/08/2026Optimization of raymarchers: Added an initial march to find that workgroup's closest safest hit, and store it in a shared for the rest of threads in the same group to use as their start. Allows for culling as well as reducing steps. Combines with brick DDA. #gamedev #indiedev #vulkan 2236
Jarl Larsson @jarllarsson.bsky.social · 28/08/2026Progress on my Vulkan engine. Atmospheric rendering is in, and I'm getting closer to the mood I'm looking for. #vulkan #gamedev #indiedevyoutu.beBrick based SDF planetoids and atmosphere in my Vulkan engineYouTube video by bytegrove 1152
Reposted by Jarl LarssonÓlafur Waage @olafurw.com · 10/08/2026[back in the day] Low level programmers: "It's all about optimizing every byte and every cycle, use as little RAM as you can" Other devs: "Nonsense. We have plenty of RAM" [today] Low level programmers: "Well well well" 511428178
Reposted by Jarl LarssonRami Ismail (رامي) @ramiismail.com · 24/07/2026This was a fascinating exercise: find out what went wrong with creativity in the games industry. The conclusion: there are too many cowards controlling too many critical levers, and until we figure out how to put people -taste, creativity, and craft- back at the top, we're going to be stuck. 271214311
Jarl Larsson @jarllarsson.bsky.social · 20/07/2026More fog shenanigans. Stress testing (my own sanity?) with varying densities, deep shadow shafts, movement. Still not quite there yet wrt quality and perf, but I'm itching to make a proper level editor for this soon. Both fog and opaque volumes are atlased. #vulkan #raymarcher #gamedev #indiedev 181
Jarl Larsson @jarllarsson.bsky.social · 27/06/2026More cloud render tweaking. Micro and macro scale test with different densities. #screenshotsaturday #rendering #vulkan #gamedev #indiedev #raymarching #sdf #voxels 1125
Jarl Larsson @jarllarsson.bsky.social · 26/06/2026Sculpting clouds #gamedev #indiedev #vulkan #raymarching #sdf #voxels 0111
Reposted by Jarl LarssonKim Sokol (Open for Commissions/Freelance!) @kimsokol.bsky.social · 25/06/2026Right now the world is full of people who want to code and write and paint and film stuff and people who want to play and read and look at and watch stuff and nobody is allowed to do any of that because some unrelated third guy isn't making enough money off the deal 166822662
Reposted by Jarl LarssonBaba Yaga @babayaga.quest · 25/06/2026The ever-widening gap between what the industry could be - oh, the places we could go! - and what the industry is is a ravenous maw that consumes people and casts up their work for scavenger-shareholders to pick through the leavings, with spreadsheets discarded like bones around them. 0152
Reposted by Jarl LarssonAlex Tardif @longbool.bsky.social · 30/05/2026The Cost of AI alextardif.com/AI.htmlalextardif.comAlex Tardif: Graphics Programmer 13363131
Jarl Larsson @jarllarsson.bsky.social · 13/06/2026Getting fog rendering integrated into the brick renderer. Fog density also renders to bricks now. Shadows rendered into froxel volume using dda on bricks. 🌫️ Constantly combating froxel artifacts. 🥲 #vulkan #raymarch #gamedev #screenshotsaturday #indiedev 0164
Reposted by Jarl Larssonmmalex @mmalex.bsky.social · 24/05/2026if you have a qa person or buddy in your world who can write great bugs, crisply described, with repro steps, useful context, & no useless speculation, cherish them. they are blessed valuable cherubs who deserve to be wrapped in fluff & showered with rewards. i often stew on how rare this skill is. 2429
Jarl Larsson @jarllarsson.bsky.social · 22/05/2026youtu.be/ARPsFk77uEc?...youtu.beAll You Fascists Bound to LoseYouTube video by Piedmont Raging Grannies 010
Reposted by Jarl LarssonRenegade Kangaroo @renegadekangaroo.bsky.social · 28/04/2026The international sign of relief for millennials 6756379
Jarl Larsson @jarllarsson.bsky.social · 25/04/2026Some nostalgia for the Windows 3D Pipes screensaver! I'm stress testing many updates for my SDF brick raymarcher where voxels are allocated into a single dynamic atlas. Right now I'm re-implementing PBR features after the big rewrite. ✨ #screenshotsaturday #gamedev #indiedev #vulkan #flecs 082
Reposted by Jarl LarssonRami Ismail (رامي) @ramiismail.com · 17/04/2026I dunno about y'all but I'm fairly sure we were sold out. Everybody involved needs to be held accountable for this, and the data centers need to be held not just to the same, but to higher environmental standards. www.theguardian.com/technology/2...theguardian.comUS tech firms successfully lobbied EU to keep datacentre emissions secretLegally questionable confidentiality clause adopted almost word for word from demands of Microsoft and trade groups 14942347
Jarl Larsson @jarllarsson.bsky.social · 17/04/2026Playing around with editing SDFs at different scales. You can add and remove SDFs and move every primitive. Video is sped up. #gamedev #indiedev #vulkan #raymarching 0121
Jarl Larsson @jarllarsson.bsky.social · 17/04/2026Raymarching brick atlas. Clipmap controlled LOD based on distance. DDA with a bit of hierarchy used to step quickly through the clipmap, then raymarch SDF voxels per brick. Conservative voxel update and brick alloc on GPU. Super happy with how this is turning out! 😀 #vulkan #raymarch #flecs #gamedev 0133
Reposted by Jarl LarssonKlimatgranskaren @handle.invalid · 14/04/2026Efter valet 2026 väntar en enorm slakt av miljöbudgeten — om Tidöpartierna får fortsätta styra. Detta framgår av den budgettabell som presenterades i vårpropositionen idag.klimatgranskaren.seTabellen avslöjar: Så vill Tidö slakta miljöbudgeten efter valet 47428
Jarl Larsson @jarllarsson.bsky.social · 31/03/2026The SDF brick clipmap in full action. Debug color by level. Dirty bricks highlighted with white tint. Realtime inspection of volume atlas allocations, with same debug colors(end of video). I think I'm ready to plug the raymarchers back in now! :) #gamedev #indiedev #vulkan 092
Jarl Larsson @jarllarsson.bsky.social · 31/03/2026Extra culling of SDF bricks based on if they contain an isosurface or not. Used atomic min & max during volume render to determine. Example with a sphere between two clipmap levels. The solid sphere also looks hollow due to this culling - which allows for coarser steps. #gamedev #vulkan 0102
Reposted by Jarl LarssonMobius Stripper @mobiusstripper.bsky.social · 09/03/2026That's because they coddle them too much now. Back in my day, it only took 20 years for T-Rexes to fully mature, because they had discipline. Spare the rod, spoil the terrible tyrant lizard. www.sciencedaily.com/releases/202...sciencedaily.comT. rex took 40 years to reach full size, study findsTyrannosaurus rex may have taken far longer to grow up than scientists once thought. By analyzing growth rings in fossilized leg bones from 17 tyrannosaur specimens and using new statistical methods, ... 1743938466
Reposted by Jarl LarssonAura/Moom @moomanibe.bsky.social · 15/02/2026I know it's meant in good faith but "if we just made smaller scope games and charged 20-40 dollars for them it would fix the industry" is very funny to me. indies release like 20 of those a week on steam. are you buying them? is the industry fixed? no? hm. sounds like you need a different solution 713748637
Jarl Larsson @jarllarsson.bsky.social · 14/02/2026Clipmap debug colors #screenshotsaturday #vulkan #gamedev 051
Jarl Larsson @jarllarsson.bsky.social · 14/02/2026Got multiple levels in clipmap working. Stepped through with DDA. SDF atlas draw everything every frame atm. Had change-only redraw before when I used a hashmap, we'll see when I reimplement smarter redraw. :) Each block is 8^3 voxels + borders for sampling. #screenshotsaturday #vulkan #gamedev 041
Jarl Larsson @jarllarsson.bsky.social · 08/02/2026Ended up ditching my nice spatial hashmap for a clipmap approach. Here is a test with one clip level. The pipe (SDF->Bricks->Voxels) is GPU driven now, only the SDF primitive deltas and clip level overlap indices are uploaded from CPU to GPU. #vulkan #gamedev 091
Reposted by Jarl LarssonJohan Nohr @nohr.se · 01/02/2026Take me down to the Parallax city where the far moves slow and the near moves quickly 92166214818
Jarl Larsson @jarllarsson.bsky.social · 17/01/2026Progress on my atlased SDF brick renderer. Brick atlas slices visualized to the right. Bricks to left. Note that movement stops in the atlas when the animated ball is covered. Bricks with no isosurface are pruned. Going to start wiring back the raymarcher next! #screenshotsaturday #vulkan #gamedev 0110
Jarl Larsson @jarllarsson.bsky.social · 09/01/2026Work in progress on rewriting my raymarcher to use small "brick" chunks. Debug draw showing dirty bricks and overlaps. This is currently done CPU side. On the GPU I'm working on a spatial hashing of these bricks into a volumetric atlas. Had to amp up my line renderer to debug draw this. :D 070
Reposted by Jarl LarssonLuca Migo @victinibcn.bsky.social · 08/01/2026Right after Renée Good’s disgusting murder, a ICE goon was filmed kicking her memorial candles. Absolutely vile. 1567182918426