Sign in

Jarl Larsson

@jarllarsson.bsky.social
256 followers 444 following 172 posts

ᕕ( ᐛ )ᕗ Graphics- and game programmer. Worked on #thegunk , #steamworld heist & dig2 Making a #vulkan renderer in my spare time.

PostsRepliesMedia
Reposted by Jarl Larsson
Enjl @enjl.awakens.today · 02/10/2026
This 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 · 29/09/2026
And 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 · 29/09/2026
And 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 · 29/09/2026
Timelapse-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 · 27/09/2026
#my9games Still very fond of these 😄
My 9 Games - The games that shaped who I am: Sim City 3000, Spyro Season of Ice, Zelda The Wind Waker, Spore, Riven, Moto Racer, Super Mario Galaxy, Deus Ex, The Orange Box
050
Jarl Larsson @jarllarsson.bsky.social · 26/09/2026
Implemented 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 Larsson
Splendid Failures @splendidfailures.bsky.social · 25/09/2026
It’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.com
The Big Break Showcase 2026
YouTube video by Coffee Stain Studios
045
Reposted by Jarl Larsson
D.W.A.P. (Ben) @andwap.bsky.social · 24/09/2026
When your gamedev friend shows you progress on their new engine.
2648941724
Jarl Larsson @jarllarsson.bsky.social · 24/09/2026
Debugging 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 · 22/09/2026
WIP SDF collisions supporting smooth union #gamedev #indiedev #vulkan
1183
Jarl Larsson @jarllarsson.bsky.social · 22/09/2026
Pretty debug colors :) #gamedev #indiedev #vulkan
0122
Jarl Larsson @jarllarsson.bsky.social · 18/09/2026
Prettify pass on editor. Trying to make it less noisy. #indiedev #vulkan #gamedev
Homemade game engine and editor UI.
0193
Jarl Larsson @jarllarsson.bsky.social · 16/09/2026
Added 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 Larsson
Luca @lucagalletti.bsky.social · 12/09/2026
Finally using his hands right 😂🤣🤣 IG: @stoccafisso_design Amedeo Capelli, Automata maker www.etsy.com/ca/shop/Stoc...
631517286
Jarl Larsson @jarllarsson.bsky.social · 04/09/2026
Color 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
Daytime ambient lightDusk/dawn lightNight light (fake : flat color)Space light
0171
Jarl Larsson @jarllarsson.bsky.social · 31/08/2026
Not 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
Fox in clouds. No artifacts on mesh edges.
1103
Jarl Larsson @jarllarsson.bsky.social · 31/08/2026
Optimization 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
Visualization of SDFs, rendering their surface using the pixel normal values XYZ = RGB.Same view as picture 1, but instead visualized as a heatmap of the amount of steps needed to converge on the surface. Black = culled rays, Purple = few steps, White = many steps.
2236
Jarl Larsson @jarllarsson.bsky.social · 28/08/2026
Progress on my Vulkan engine. Atmospheric rendering is in, and I'm getting closer to the mood I'm looking for. #vulkan #gamedev #indiedev
youtu.be
Brick based SDF planetoids and atmosphere in my Vulkan engine
YouTube video by bytegrove
1152
Reposted by Jarl Larsson
Ólafur 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 Larsson
Rami Ismail (رامي) @ramiismail.com · 24/07/2026
This 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
Reposted by Jarl Larsson
Luke Plunkett @lukeplunkett.com · 23/07/2026
20114602652
Jarl Larsson @jarllarsson.bsky.social · 20/07/2026
More 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 · 27/06/2026
More 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 · 26/06/2026
Sculpting clouds #gamedev #indiedev #vulkan #raymarching #sdf #voxels
0111
Reposted by Jarl Larsson
Kim Sokol (Open for Commissions/Freelance!) @kimsokol.bsky.social · 25/06/2026
Right 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 Larsson
Baba Yaga @babayaga.quest · 25/06/2026
The 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 Larsson
Alex Tardif @longbool.bsky.social · 30/05/2026
The Cost of AI alextardif.com/AI.html
alextardif.com
Alex Tardif: Graphics Programmer
13363131
Jarl Larsson @jarllarsson.bsky.social · 13/06/2026
Getting 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 Larsson
mmalex @mmalex.bsky.social · 24/05/2026
if 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 · 22/05/2026
youtu.be/ARPsFk77uEc?...
youtu.be
All You Fascists Bound to Lose
YouTube video by Piedmont Raging Grannies
010
Reposted by Jarl Larsson
Renegade Kangaroo @renegadekangaroo.bsky.social · 28/04/2026
The international sign of relief for millennials
6756379
Jarl Larsson @jarllarsson.bsky.social · 25/04/2026
Some 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 Larsson
Rami Ismail (رامي) @ramiismail.com · 17/04/2026
I 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.com
US tech firms successfully lobbied EU to keep datacentre emissions secret
Legally questionable confidentiality clause adopted almost word for word from demands of Microsoft and trade groups
14942347
Jarl Larsson @jarllarsson.bsky.social · 17/04/2026
Playing 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 · 17/04/2026
Raymarching 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 Larsson
Klimatgranskaren @handle.invalid · 14/04/2026
Efter valet 2026 väntar en enorm slakt av miljöbudgeten — om Tidöpartierna får fortsätta styra. Detta framgår av den budgettabell som presenterades i vårpropositionen idag.
klimatgranskaren.se
Tabellen avslöjar: Så vill Tidö slakta miljöbudgeten efter valet
47428
Reposted by Jarl Larsson
Official Electric @officialelectric.bsky.social · 13/04/2026
622774
Reposted by Jarl Larsson
Herr Flick @herrflick.bsky.social · 12/04/2026
Gomorron!
821311
Jarl Larsson @jarllarsson.bsky.social · 31/03/2026
The 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 · 31/03/2026
Extra 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 Larsson
Mikkel Malmberg @mikker.dev · 09/03/2026
428057
Reposted by Jarl Larsson
Mobius Stripper @mobiusstripper.bsky.social · 09/03/2026
That'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.com
T. rex took 40 years to reach full size, study finds
Tyrannosaurus 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 Larsson
Aura/Moom @moomanibe.bsky.social · 15/02/2026
I 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 · 14/02/2026
Clipmap debug colors #screenshotsaturday #vulkan #gamedev
051
Jarl Larsson @jarllarsson.bsky.social · 14/02/2026
Got 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 · 08/02/2026
Ended 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 Larsson
Johan Nohr @nohr.se · 01/02/2026
Take me down to the Parallax city where the far moves slow and the near moves quickly
92166214818
Jarl Larsson @jarllarsson.bsky.social · 17/01/2026
Progress 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 · 09/01/2026
Work 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 Larsson
Luca Migo @victinibcn.bsky.social · 08/01/2026
Right after Renée Good’s disgusting murder, a ICE goon was filmed kicking her memorial candles. Absolutely vile.
1567182918426