Alexandre
banner
kooparse.com
Alexandre
@kooparse.com
Working on something that will see the sunlight one day; but we must be patient.
I took a few days to dive into how I could compute indirect lighting in my game, and it was easier than I thought to get a working system. I like the result, it already adds a lot to the scene. But it still needs more work! #screenshotsaturday #gamedev
October 11, 2025 at 10:57 AM
Early this week, I added a few things to the profiler I’m using in the codebase, including sorting, navigating the hierarchy, in the code being able to customize the name of the area, and a visual line display. It’s entirely based on the Iprof runtime code. #screenshotsaturday #gamedev
October 4, 2025 at 2:50 PM
For today, I don’t have much to show; I lost my mind with this spatial grid optimization... pure rabbit hole. In the end, it’s not worth it for mesh culling (at the moment), but definitely worth it for querying the near entities for collision detection and raycasting! #screenshotsaturday #gamedev
September 27, 2025 at 2:29 PM
Painting the ground... #screenshotsaturday #gamedev
September 20, 2025 at 10:35 AM
I recently worked on the ability to swap scenes in the game, and from there, I ended up adding a new menu. #indiedev #gamedev #indiegames
September 10, 2025 at 2:33 PM
Recently I added some optimizations though, since the number of samples directly influences the vertex count, it can get out of control fast. So the sample count is computed from the sharpness of the corner angle now. It works pretty well! #indiedev #gamedev
September 3, 2025 at 9:43 AM
So now I can meticulously design the labyrinth by just placing points, the curvature will pass through each of them (Catmull-Rom behind). I can also add or remove points on the spline, move their positions, slice the wall, undo/redo. #indiedev #gamedev #indiegames
September 2, 2025 at 5:37 PM
A few month ago, I added a nice tool: a spline-based wall editor. Because the game is set in a vast and hand-crafted labyrinth, we needed ways of easily editing it. I wanted a labyrinth that looks sinuous, messy, and chaotic, so smooth curves were absolutely needed. #indiedev #gamedev #indiegames
September 2, 2025 at 5:37 PM
I added the ability to paint the terrain, so now there’s a blend map with four channels. The RGB channels are used to weight the different attached textures, and the alpha channel creates holes in the terrain. #indiedev #gamedev #indiegames
September 1, 2025 at 12:25 PM
To integrate this terrain system to my collision system, I simply convert the position of the player from world space to the terrain’s grid space, cut a small area around it, then reconstruct triangles to test against.
August 30, 2025 at 9:11 PM
Last week, I added a simple terrain editor for my game. The terrain can be molded with a detail density of one meter, and the mesh is divided into 256 smaller chunks for rendering and editing purposes.
August 30, 2025 at 4:32 PM
👀
November 19, 2024 at 5:35 PM
After a battle of many hours, SSAO is finally working okay now on the Metal backend. There's still some artefacts but it's pretty easy to fix them up.
November 19, 2024 at 5:35 PM