Lynn #SaveHytale
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scarak.bsky.social
Lynn #SaveHytale
@scarak.bsky.social
👾 Second Year Game Programming student at BUas
✨ Interested in graphics/ray tracing :]
🐰 Infinite supply of bunny pictures
🌸 video gamez https://stdlynn.itch.io/
Pinned
Resposting my r/place Hytale fan art here so I have something to pin
November 17, 2025 at 6:40 PM
Reposted by Lynn #SaveHytale
I'm proud to present some of my work I did on Hytale as part of my professional portfolio: s.disco.ac/eofdfethbvoy
This first batch covers a wide range of moods in the vein of orchestral fantasy with medieval folk and hybrid electronic elements, mixing JRPG and western styles.
Oscar Garvin - Hytale Portfolio 1
s.disco.ac
July 26, 2025 at 12:11 AM
Reposted by Lynn #SaveHytale
We've used the #voxel game-engine we build as a team of students to make a little diorama puzzle game :)
This has been an incredibly fun experience, building this from the ground up, working together with designers and artists!

Engine: youtu.be/uvLZn1X_R0Q
Game: buas.itch.io/zentera
Kudzu Engine - Showcase
YouTube video by Sven
youtu.be
July 2, 2025 at 7:02 PM
Reposted by Lynn #SaveHytale
If you're in the EU, you can still sign the petition until July 31

eci.ec.europa.eu/045/public/#...
June 24, 2025 at 3:00 PM
It was December 16th 2018, 3 days after Hytale released its trailer, when I first saw it. 🍃

I distincly remember thinking that this game looked really cool when I saw the canyon scene. ✨

It then took 3 seconds for Scaraks to appear and I knew I was in love! ❤️🐜

#SaveHytale
June 28, 2025 at 3:00 PM
Reposted by Lynn #SaveHytale
Watch our pre-alpha teaser on my first standalone game! ✨

www.youtube.com/watch?si=BLU...
Niblet Rescues - Pre-Alpha Teaser!
YouTube video by Vanillaburp
www.youtube.com
January 18, 2025 at 8:33 AM
Bunny feeling evil, devious
June 13, 2025 at 9:59 AM
Reposted by Lynn #SaveHytale
I made a music video for Hatsune Miku ! ✨
Please check it out 💜💙
June 11, 2025 at 1:23 AM
Reposted by Lynn #SaveHytale
I've spent *years* researching 3D Platformer Cameras in hopes of making Slime 64's camera "not terrible."

In this thread, the White Cylinder is the Camera Target (slightly above the player!), and the Orange Cones represent the "vertical dead zone" where the camera won't follow player movement.
May 21, 2025 at 5:31 AM
Reposted by Lynn #SaveHytale
Now available: A blog post on (S)BVH optimization.
The article describes how to improve beyond SBVH quality, often significantly. Results are compared to full-sweep, binned SAH and the H-PLOC.
In short: Off-line BVH construction can double ray tracing performance.
jacco.ompf2.com/2025/05/20/b...
May 20, 2025 at 3:21 PM
Reposted by Lynn #SaveHytale
Grading for Y1/Block C @ Breda University is complete.
Our students used path tracing, BVHs, reprojection, blue noise, post-processing, importance sampling, MIP-mapping, bilinear interpolation and tons of other ingredients to build a CPU ray tracer + game. Behold, the gamedevs of 2028!
April 17, 2025 at 8:49 AM
Reposted by Lynn #SaveHytale
For the past 8 weeks I've been working in a team of fellow students on a voxel game engine. I've been primarily working on the graphics, creating a cross-platform render graph for us, and working together with @scarak.bsky.social on our cone-traced lighting, and various graphics features! :)
April 16, 2025 at 2:57 PM
Reposted by Lynn #SaveHytale
MY MIGGIEEEEE🩷🩷🩷🩷 WAAA
#HytaleFanArt
March 27, 2025 at 1:45 PM
Reposted by Lynn #SaveHytale
March 27, 2025 at 12:16 PM
Reposted by Lynn #SaveHytale
I decided to open source my implementation of Surfel Radiance Cascades Diffuse Global Illumination, since I'm not longer actively working on it. Hopefully the code can serve as a guide to others who can push this idea further :)
github.com/mxcop/src-dgi
GitHub - mxcop/src-dgi: Surfel Radiance Cascades Diffuse Global Illumination
Surfel Radiance Cascades Diffuse Global Illumination - mxcop/src-dgi
github.com
March 12, 2025 at 8:21 AM
Reposted by Lynn #SaveHytale
The blog post is finally done. Give it read if you want to find out more about Real-Time Ocean Rendering in games! Let me know what you think 😄
gikster.dev/posts/Ocean-...
January 26, 2025 at 1:57 PM
Reposted by Lynn #SaveHytale
I wrote a blog post on my implementation of the Surfel maintenance pipeline from my Surfel Radiance Cascades project. Most of what I learned came from "SIGGRAPH 2021: Global Illumination Based on Surfels" a great presentation from EA SEED :)
m4xc.dev/blog/surfel-...
MΛX - Surfel Maintenance for Global Illumination
A comprehensive explanation of my implementation of Surfel probe maintenance.
m4xc.dev
January 25, 2025 at 3:45 PM
Reposted by Lynn #SaveHytale
New on my blog: Part 1 of a 'manual' for tinybvh.
jacco.ompf2.com/2025/01/24/t...
This discusses basic setup, tracing rays, alternative BVH layouts, refitting, TLAS/BLAS setup.
The second part of the manual will contain more advanced topics.
Comments welcome.
January 24, 2025 at 1:01 PM
Reposted by Lynn #SaveHytale
Foam has been added and that concludes the programming work for this project, as this is the last week. There is a chance that I can take this project over into the next one, where together with a bunch of other Programmers we will develop a specific genre game engine. Looking forward to it 😁
January 21, 2025 at 6:14 PM
Reposted by Lynn #SaveHytale
Speculating the Anatomy of: The #Hytale Ice Dragon!
A fun practice in both research and creativity, trying to apply real life animal biology and behaviour to a fantasy creature.
.
{ #HytaleFanArt #Dragon }
January 17, 2025 at 10:52 PM
At my lowest, God blesses me 🙏
January 8, 2025 at 9:42 PM
Reposted by Lynn #SaveHytale
After many weeks of effort I finally have radiance on screen now! I’ve still got issues mostly related to my Surfel Acceleration Structure, however I’d say the results are already looking quite promising. It has kind of a hand painted look to it now :)
January 3, 2025 at 9:38 AM
Reposted by Lynn #SaveHytale
You know what's better than 1 hotbar? 27 of them! Check out the redesign I made with @funkyway.bsky.social !

youtu.be/_Lb7uM_1AGo?...
We Redesigned Hytale's Building Tools
YouTube video by Hawkon
youtu.be
December 27, 2024 at 3:36 PM
(For my fellow C++ programmers) Do you too hate warnings and wavy underlines for implicit conversion, while refusing to type static_cast?

Well do I have a god awful solution for you! :D
Just wrap your types into this class and you'll be free of warnings—such convenience, wow! ^v^
December 23, 2024 at 11:03 PM