Jarl Larsson
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jarllarsson.bsky.social
Jarl Larsson
@jarllarsson.bsky.social
ᕕ( ᐛ )ᕗ Graphics- and game programmer.
Worked on #thegunk , #steamworld heist & dig2
Making a #vulkan renderer in my spare time.
October 6, 2025 at 7:42 PM
Sega Rally 95. Used to play it together with my sister like once a year at an inn on the way to our grandparents. Very nostalgic. 🙂
September 27, 2025 at 12:08 PM
Separated buffers for opaque- and fog volumes. I like how this is coming together! The subtle contact shadow from the fog is nice. Next up: also draw opaques into the shadow volume and then get material- and colour support to the buffers. #vulkan #screenshotsaturday #gamedev
September 26, 2025 at 9:27 PM
I really like the shapes and shadows I can make with this. #gamedev #vulkan
September 25, 2025 at 8:51 PM
Moved my render stages around to be able to sample the volumetric froxel fog shadows in the fragment shader as well. (exaggerated shadows in video) 🔵⚫🦖 #screenshotsaturday #indiedev #gamedev #vulkan #renderer #raymarcher
September 6, 2025 at 10:51 AM
Video showing ambient light sampling enabled. Here the sky cube is sampled to affect the colour of light and shadows. The ambient pass also gives a nice AO effect to complement the shadows. #vulkan
☁️🍭
August 1, 2025 at 11:01 PM
I've been moving all my volumetric lighting from the main raymarcher into frustum space - in a "froxel" volume cube.
Now the lighting is 🏎️💨 , so I can afford to make it softer and cast longer shadows. It runs in 60fps @ 4K on an RTX 2070 S.
I'm really starting to like the look of it! 🙂 #vulkan
August 1, 2025 at 10:56 PM
More captures - debugging glitches for DDA and froxels.
🐛🌈 #vulkan
August 1, 2025 at 10:45 PM
Dumping a bunch of recordings of interesting looking glitches and debugging I've done the last weeks while implementing dda and froxel volume for my raymarcher. #vulkan
August 1, 2025 at 10:40 PM
Screenshot from inside the fog. I'm experimenting with bluenoise to break up banding. The bluenoise is static for now but still works pretty well when rendering without shadows.
July 16, 2025 at 2:25 PM
Early test using 1 layer of DDA to skip large empty chunks during render of volumetrics. #vulkan
July 16, 2025 at 2:22 PM
Going to try out DDA to "sparsen up" my voxel field. My hope is that it is simple and fast to implement, without having to dive into with something more complicated for now. First test just rendering the blocks. Delightfully glitchy look.
July 1, 2025 at 6:37 AM
Finally got around to integrate #DearImGui into something! Up and running 1.92 in my Vulkan renderer. I'm in dire need of it atm. 😅
June 28, 2025 at 3:57 PM
Early morning walk yesterday, snapped this photo 😌
March 8, 2025 at 3:11 PM
SDF volumes at 256³ voxels. SDF manipulated on CPU (with trilinear interpolation) and rendered in compute shader. I really like that it seems to be pretty speedy still, I want all data accessible by CPU systems without readback woes. #vulkan #cpp #gamedev
January 10, 2025 at 9:39 PM
Early sdf volume texture grid test with Vulkan raymarcher. 128^3 voxels (split into 8 chunks). They've gone to plaid! #vulkan #cpp
January 7, 2025 at 9:44 PM
Seems to be working pretty good! 😃
November 5, 2024 at 7:33 AM
Got my Vulkan project running in Linux now! #vulkan #linux
🌋🐧
November 5, 2024 at 7:32 AM
Artifacts. Low resolution visible in banding of the fog on the inside of the "crater" (green rectangle). But no large 4px aliasing on the edge of the sphere (blue rectangle). 👍
October 26, 2024 at 5:23 PM
Current buffers. The translucent edge buffer is needed to mask the aliasing near opaque edges on composition due to the low res translucent buffer. The edge buffer contains directions as I first tried offset sampling. But it did not look good so I opted to do a second masked raymarching instead.
October 26, 2024 at 4:57 PM
Yay! Now I have a low res translucent volumetrics raymarcher with light and shadows that is upscaled to full res and glued onto the backbuffer with the help of a secondary edge masked raymarching result. Some small artifacts remain, but I'm happy and FPS goes vroom vroom! 👍 #vulkan #gamedev #cpp
October 26, 2024 at 4:49 PM
First post here. A screenshot of experimenting with setting up edge detection in my Vulkan renderer. I'm mainly going to use it for my volumetrics upscaling. But maybe I can use it for other things as well! #vulkan #gamedev
October 23, 2024 at 8:14 PM