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.
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
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
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
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