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Vercidium

@vercidium.com
330 followers 66 following 106 posts

Game engine developer from Australia, I’m keen to share what I’ve learned about optimising games. youtube.com/vercidium

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Vercidium @vercidium.com · 09/05/2025
I was lucky enough to help playtest Rift Riff and I loved it. It releases tomorrow, I’m keen for my third playthrough!
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Vercidium @vercidium.com · 25/01/2025
Here's a sneak peek of the animations for my next YouTube video on Raytraced Audio. I'm using these wooden buildings to highlight issues with classic 'room-based' audio environments. Check out the thread for the making-of:
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Vercidium @vercidium.com · 19/01/2025
My engine now supports multiple point-shadows Now you can grab a torch and explore the darkness #gamedev
A panoramic shot of a forest, with a wood cabin on the left and a player venturing into the woods on the right. Light is emitting from the cabin and the player
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Vercidium @vercidium.com · 18/01/2025
Really starting to think I should turn this into a game 😅 Ready for the new Valheim? #gamedev
A wide shot of a cabin in the woods after sunset, with a dark turquoise sky behind it. The cabin has a nice orange glow coming from inside itAn isometric shot of a cabin in the woods after sunset, with a dark turquoise sky behind it. The cabin has a nice orange glow coming from inside itA long shot of a cabin in the woods after sunset, with a dark turquoise sky behind it. The cabin has a nice orange glow coming from inside it
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Vercidium @vercidium.com · 18/01/2025
Before and after adding small clovers. Small details like this make the world feel more full and interesting #gamedev
A patch of grass in a forest with no clovers. Looks a bit emptyA patch of grass in a forest with small 4-leaf clovers
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Vercidium @vercidium.com · 14/01/2025
New sunset colours and shadows. Before the world was going completely dark at the same time the sun set, when in reality that doesn't happen until after sunset. #gamedev
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Vercidium @vercidium.com · 06/01/2025
I fixed grass shadows recently and the difference is night and day. Lighting makes such a difference #gamedev
Before - incorrect shadows applied to a grassy landscape at sunsetAfter - correct shadows applied to a grassy landscape at sunset
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Vercidium @vercidium.com · 23/12/2024
Here's another mind bending animation about how 3D rendering works (it's all an illusion) I talk about it more in this free article: www.patreon.com/posts/118330... #gamedev
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Vercidium @vercidium.com · 07/12/2024
Check out these bloom effects It uses a HDR colour buffer, which can store colours greater than 255. If a colour is 300 or brighter, it is extracted into a separate buffer, then downsampled 8 times and upsampled 8 times When applied to the scene at 10% strength, metal surfaces are nice and shiny:
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Vercidium @vercidium.com · 06/12/2024
After spending 7 years learning OpenGL, I finally have stable shadows. No more flickering! Shadows and clip/light/view space have always confused me. And they still do. #gamedev
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Vercidium @vercidium.com · 02/12/2024
Block select is so useful. Use Shift + Alt to select multiple lines, then Home, End and Ctrl + Arrow Keys to navigate left and right. This refactor would take so long without it! #gamedev
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Vercidium @vercidium.com · 02/12/2024
Hundreds of errors in Visual Studio, we meet again! After refactoring shaders to support hot reloading (which is awesome) I realised the way textures were bound to shaders wasn't great. So now, I'm refactoring shaders... again...
A list of 800 errors in Visual Studio
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Vercidium @vercidium.com · 01/12/2024
Shader Hot Reloading is working! If the current shader string is different to the last, the shader gets recreated and its uniforms are reconnected. Also if the shader string is invalid (e.g. syntax error), it will revert to the last working shader. #gamedev
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Vercidium @vercidium.com · 30/11/2024
The shader refactor is complete and the project is building again. Now it's time to fix all the runtime bugs 😅 The codebase is much leaner though: 157 files changed 4860 insertions 8485 deletions Net: 3625 lines deleted #gamedev
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Vercidium @vercidium.com · 29/11/2024
Working on a huge shader refactor today, with the goal of being able to hot reload shaders. Each shader used to be two large strings (one for the fragment shader and one for the vertex shader), but now they are constructed from these 5 strings. This keeps uniform and varying names consistent too!
A screenshot of a GLSL shader helper class, written in C#
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Vercidium @vercidium.com · 28/11/2024
Why can you hear sounds above + below you in games, when your headphones only have speakers on the left + right?
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Vercidium @vercidium.com · 27/11/2024
For every polished animation, there are countless attempts that didn't work 😅 #gamedev
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Vercidium @vercidium.com · 27/11/2024
What do you think of these "Dissolving Triangle" animations? I'd like the triangles to change to a wireframe view first, and then subtly shrink + fade out
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Vercidium @vercidium.com · 26/11/2024
Check out these raytraced audio animations - White lines are the rays cast outwards from the player - Blue lines are the reverb rays returning to the player - Yellow lines are the rays that have discovered a sound source #gamedev
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Vercidium @vercidium.com · 25/11/2024
I revisited my low poly renderer to fix some bugs, then stayed for a while to appreciate golden hour
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Vercidium @vercidium.com · 24/11/2024
Game devs constantly restart their game when working on it, and I found I was spending a lot of time waiting for my game to start up With EAC: 17.6 seconds Without EAC: 7.3 seconds Today: 2.8 seconds Here’s a thread on what I optimised
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Vercidium @vercidium.com · 24/11/2024
I'm a game dev from Australia and I specialise in optimisation and 3D rendering. I spent 7 years creating a game engine, and now I'm teaching what I've learned over at youtube.com/vercidium I also write free blog posts at patreon.com/vercidium and I'm keen to start writing here on Bluesky too
A GIF of a 2D terrain heightmap being broken down into a grid of triangle strips, then down to its basic component: a single triangleA GIF of a graphics card appearing from thin air, with the fans spinningA GIF demonstrating how pixels are copied from the CPU to the graphics card, using the OpenGL functions glGenTexture and glTexImage2D
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