Lewa
lewadev.bsky.social
Lewa
@lewadev.bsky.social
Hobby game developer working on a custom C++/Vulkan game engine.
Previous Game ("Celaria"): https://store.steampowered.com/app/1081650/Celaria/
YT: https://www.youtube.com/@LewaDev
Working on custom vehicle physics and realtime raytracing in vulkan. Raytraced shadows, specular occlusion and 2 bounce world space ambient occlusion implemented. Still have to work on a denoiser (using higher ray count in the video to compensate). Higher quality video on YT. #gamedev #indiedev
June 24, 2025 at 1:09 PM
Testing large scale dynamic rigidbodies. Wanted to have dynamic objects with interiors. Had to manually decompose the aircraft carrier into convex pieces (80+ in total). In this case the carrier can fall from the sky once damaged. #gamedev #indiedev #vulkan #c++
May 4, 2025 at 11:29 AM
Testing out a small mission/encounter intro animation. (Airplane dropping into freefall from underside a larger carrier ship.) WIP and not final. Just playing around with ideas.
#gamedev #indiedev #vulkan #c++ #raytracing #screenshotsaturday
May 3, 2025 at 6:32 PM
Working on NPC battleships. Testing buoyancy simulation with rigidbodies. Taking gerstner waves into account. #gamedev #indiedev #vulkan #c++ #raytracing
April 25, 2025 at 11:06 AM
A short combat clip of my WIP low-poly arcade flight game. Working on encounter/enemy designs. #gamedev #indiedev #vulkan #c++ #raytracing
April 20, 2025 at 8:32 PM
Managed to implement inverse kinematics in my engine (for procedural animations). Short clip with a placeholder 3d mesh for one of the enemytypes. #gamedev #indiedev
March 30, 2025 at 10:43 PM
A small progress update of a WIP arcade flight game i'm working on. Written in C++ and using the Vulkan Graphics API. #gamedev #indiedev
Higher quality video on my YT channel:
www.youtube.com/watch?v=QKiY...
March 19, 2025 at 3:32 PM
Played around with gerstner waves parameters (4 waves in total) to model/animate a low-poly ocean. RT effects work thanks to g-buffer sampling for the first ray hit. (No BVH construction nessecary.) #gamedev #indiedev
February 26, 2025 at 11:17 AM
Played around with color grading/tonemapping (filmic tonemapper + custom 3D LUT for color grading.) Also testing predictive aiming for AI (in this case turrets). Works ok-ish but aim is still slighly off. Amount of bullets exaggerated for comedic effect. #gamedev #indiedev #vulkan
February 17, 2025 at 5:14 PM
Nothing that exciting to show of at the moment. Added a low-poly tornado (wip) for the games sandbox. #gamedev #indiedev #vulkan #C++
February 10, 2025 at 11:22 PM
Trying to mix up how resource aquisition works. Implemented something akin to a "fulton recovery system" ingame. You can attach a weather baloon to objects (with projectiles) which then get collected automatically once they reach a certain height in atmosphere. #gamedev #indiedev #screenshotsaturday
February 1, 2025 at 4:34 PM
Managed to properly expose/implement jolt-physics constraints in my engine. So now you can grab stuff from the ground. (Both the player and the grabbed object are dynamic rigidbodies.) #gamedev #indiedev #screenshotsaturday
January 26, 2025 at 1:43 AM