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

youtube.com/vercidium
I was lucky enough to help playtest Rift Riff and I loved it.

It releases tomorrow, I’m keen for my third playthrough!
Steam’s Popular Upcoming list has Rift Riff! It’s happening! Tomorrow at 15:00 CEST!
May 9, 2025 at 10:25 AM
My life changed when I discovered block select and multiple cursors
May 9, 2025 at 10:21 AM
Thank you for sharing!
April 26, 2025 at 12:59 PM
Thank you!
April 19, 2025 at 2:03 PM
This looks incredible! I love skyboxes like this
January 25, 2025 at 3:13 PM
All of this was rendering incredibly slowly, so I switched to an instanced rendering system.

This was also initially buggy, producing some strange images:
January 25, 2025 at 2:10 PM
Shadows were finally working, and I also fixed specular lighting
January 25, 2025 at 2:10 PM
I then enabled shadows. Initially my engine only supported Cascaded shadows, which is overkill for this.

I added a new 'Spotlight' shadow system, which only renders the scene to one depth texture.

I messed up some OpenGL calls which led to these strange glitches:
January 25, 2025 at 2:10 PM
I then animated it appearing from the void below.

All these blocks were being rendered one at a time, which was very slow!

I changed to an instanced rendering system, which brought it up from 48 up to 560 FPS.
January 25, 2025 at 2:10 PM
Started very basic with a smaller world
January 25, 2025 at 2:10 PM
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:
January 25, 2025 at 2:10 PM
My engine now supports multiple point-shadows

Now you can grab a torch and explore the darkness

#gamedev
January 19, 2025 at 12:23 PM
Destroying the lootboxes looks so satisfying! Added to my wishlist
January 18, 2025 at 1:05 PM
Really starting to think I should turn this into a game 😅

Ready for the new Valheim?

#gamedev
January 18, 2025 at 1:02 PM
Smaller clovers are darker to create the illusion of depth
January 18, 2025 at 7:28 AM
Each clover is constructed of 20 vertices and sways in the wind.
January 18, 2025 at 7:23 AM
It's not realistic but they also look great underwater.

I'll definitely need to add some underwater vegetation next
January 18, 2025 at 7:14 AM
Before and after adding small clovers. Small details like this make the world feel more full and interesting

#gamedev
January 18, 2025 at 7:12 AM
Wishlisted and signed up for the playtest. Keen to try it out and share my feedback!
January 14, 2025 at 11:58 AM
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
January 14, 2025 at 10:28 AM
Hot off the press! Watching now
January 6, 2025 at 12:03 PM
Here's another before and after - I love these streaks of light
January 6, 2025 at 12:02 PM
I fixed grass shadows recently and the difference is night and day. Lighting makes such a difference

#gamedev
January 6, 2025 at 12:02 PM
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
December 23, 2024 at 7:29 AM