John
John "Lin"

@ProgrammerLin

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1,564

Programming. Programming. Programming. Lots and lots of programming.

Joined March 2012
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@ProgrammerLin
John "Lin"
5 years
New year, new profile, new eye candy: god rays and falling leaves. #voxels #gamedev #rtx #ProceduralArt
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@ProgrammerLin
John "Lin"
4 years
The year started with an eye-candy update, and now it ends with one: butterflies, new flowers, new scene composition, and the return of falling leaves. #voxels #gamedev #ScreenshotSaturday #ProceduralArt
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@ProgrammerLin
John "Lin"
3 years
I've been working on a 3rd revision to my engine, which shrinks the #voxels and gives an 8x (512 cubic) detail increase, among a dozen other improvements in world gen and view distance. The scene composition and lighting isn't quite there yet, but here's a preview of the updates.
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@ProgrammerLin
John "Lin"
4 years
This real-time CPU fluid sim runs on one CPU core (with GPU rendering of course). It was a research project to find an efficient method to handle realistic water, without taxing the entire system. I think you guys know what's coming next in our voxel game. #gamedev #voxels
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@ProgrammerLin
John "Lin"
3 years
Rendering is now 10x faster on average, which allowed me to double (8x volumetric) the flower detail and implement proper ray traced soft shadows, AO and specular highlights. The core design is almost complete, so a full tour should be soon (tm). #voxels #screenshotsaturday
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@ProgrammerLin
John "Lin"
5 years
5 Million blades of grass, thousands of flowers and hundreds of trees coming together to make one #voxel scene that's starting to come to life. 100% #rtx using the @NVIDIAGameDev @VulkanAPI ray tracing extension. #gamedev #ProceduralArt
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@ProgrammerLin
John "Lin"
3 years
Voxel billiards, anyone? Cubes roll surprisingly well. #gamedev
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@ProgrammerLin
John "Lin"
3 years
Threw together some quick GI, scene composition and world gen with many tool and engine features finally completed. I'm feeling very optimistic for where this is heading. #voxels
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@ProgrammerLin
John "Lin"
3 years
Gentle breeze animations and leaf palettes are now working for these new higher res #voxel tree (and vegetation) models. Proper lighting, a dynamic and detailed proc world, and a massive view distance are coming soon. #gamedev
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@ProgrammerLin
John "Lin"
5 years
After adding glass, making path tracing noiseless and run 20x faster (60fps HD!), and adding experimental building tools, I created a single arch and couldn't pull myself away for the next 3 weeks. I can't wait to see what real artists can do. #voxels #sandbox #gamedev #rtx
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@ProgrammerLin
John "Lin"
4 years
The last few months of #gamedev have been about taking our small, fixed #voxel scene and laying the foundation for a #procedural world to expand infinitely. This simple forest walk is the last one we'll take, friends, for next up is going to be some long-awaited gameplay.
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@ProgrammerLin
John "Lin"
5 years
Leaves move in the wind, AO rays, collisions/walking and sculpting! Lost a bit of hair with getting all the @VulkanAPI stuff right but super happy with how everything turned out. The 27 spp AO is a bit expensive though. #rtx #gamedev #ProceduralArt
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@ProgrammerLin
John "Lin"
3 years
Some gravity-defying vegetation in a procgen test today that looked cool enough to share. The actual worlds won't look exactly like this, but this does give a pretty solid clue as to what you can expect. #voxels
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@ProgrammerLin
John "Lin"
4 years
The year is 2002 and you just installed the new Sound Blaster Audigy 2 card on your XP machine for some revolutionary EAX audio. What a time to be alive. Today, we bring some of that excitement back with #RTX reverb, wind and sound occlusion using OpenAL. #gamedev #voxels
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@ProgrammerLin
John "Lin"
4 years
No voxel is safe from the wind anymore, thanks to finally implementing the #1 most requested feature - animated trees! Sound on! #voxels #gamedev #screenshotsaturday #pixelart (but 3d!)
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@ProgrammerLin
John "Lin"
4 years
I don't know who polishes this wooden floor and the other materials but finally having variably rough reflections is really useful for this build. #voxels #gamedev
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@ProgrammerLin
John "Lin"
3 years
Our voxel world comes to life in all its chaotic procgen glory with path traced global illumination finally making a triumphant return. #voxels #gamedev
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@ProgrammerLin
John "Lin"
4 years
In a rare naked scene with hardly any trees, watch as #screenshotsaturday exposes yet another feature preview of the detail enhancement update: force-based volumetric terrain fracturing! Sound on! A more extensive video is to follow shortly. #voxels #gamedev
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@ProgrammerLin
John "Lin"
4 years
The engine has undergone a dozen improvements lately, and one of them is being able to define procedurally placed volumetric elements like stones for enhanced detail. What do you guys think? #voxels #ProceduralArt #gamedev
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@ProgrammerLin
John "Lin"
4 years
Voxels + Physics = A fun way to dig! (Don't worry: we don't rotate our voxels here, because we know better.) #voxels #gamedev #physics #ProceduralArt
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@ProgrammerLin
John "Lin"
4 years
My new pet wolf kept me company while I spent my Halloween destroying some voxel pumpkins and playing with the☀️(♥️). #voxels #gamedev #screenshotsaturday #Halloween PS: Water physics, a long feature showcase and the official game announcement is coming next video!
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@ProgrammerLin
John "Lin"
4 years
Voxels, creative & destructive physics, procgen, and more voxels. #PitchYaGame Here's a preview of the building system, which uses volumetrically materialized SDFs with a resizable optional grid, arbitrary rotations & scaling, and composite shapes. More game details coming soon.
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@ProgrammerLin
John "Lin"
3 years
Unrealistically strong god rays + unrealistic collection of trees = cozy scene. Now we just need some unrealistic color vibrancy and we'll be all set. #voxels #screenshotsaturday
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@ProgrammerLin
John "Lin"
3 years
What's the "perfect" voxel engine? What's the best voxel format? How do you design for multiple systems? How can voxel rendering be done in a modular fashion? I talk about how I recently answered these questions in my latest blog post: #gamedev #voxels
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@ProgrammerLin
John "Lin"
4 years
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@ProgrammerLin
John "Lin"
1 year
Hello friends. I spent this past weekend experimenting with training a neural network to generate 2D tile maps - or more specifically Zelda Oracle of Seasons maps - and wrote a blog post on the process and results. #MachineLearning
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@ProgrammerLin
John "Lin"
4 years
Soon, this water will flow, splash and fall. May the keyboards that get smashed in frustration not be sacrificed in vein. #screenshotsaturday #voxels #gamedev
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@ProgrammerLin
John "Lin"
3 years
Here's a still screenshot from a different angle since Twitter's video compression is so lossy. A full-feature video will go on YouTube when it's ready :)
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@ProgrammerLin
John "Lin"
4 years
After bringing back global illumination that uses a new technique, I tweaked the terrain gen to create something a bit more "epic" and found what might be my favorite screenshot of this project so far. Can't wait to see waterfalls. #voxels #gamedev #ProceduralArt
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@ProgrammerLin
John "Lin"
4 years
With the improved terrain gen, I thought it was time to improve the tree gen as well, which 100% totally absolutely definitely did not have anything to do with recently moving to a place with lots of trees. Definitely not. #voxels #gamedev
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@ProgrammerLin
John "Lin"
4 years
Good morning ☀️❤️ #voxels #gamedev #ProceduralArt
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@ProgrammerLin
John "Lin"
3 years
After going through the insane amount of feedback I received over the past few weeks, I've decided to shelf the micro-voxel goal. Instead, the optimizations gained from those experiments will be put forth towards the "pixel art" style that so many people said they preferred.
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@ProgrammerLin
John "Lin"
4 years
Our little buddy wants to explore the improved terrain and lighting. Does anyone want to come with us? #voxels #gamedev
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@ProgrammerLin
John "Lin"
4 years
Colored glass is back, and this time the bounced light properly reacts with it. Now you can finally build that fever dream room you've always wanted to. #voxels #gamedev
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@ProgrammerLin
John "Lin"
4 years
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@ProgrammerLin
John "Lin"
5 years
The only downside to having volumetric clouds is that standing on the ground and waving some cloth around doesn't seem all that cool in comparison. #voxels #gamedev #rtx #ProceduralArt
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@ProgrammerLin
John "Lin"
5 years
Anybody want to go for a walk? Experimenting with a new proof-of-concept path traced lighting technique. Aiming for it to be real-time in the coming weeks! #voxels #ProceduralArt
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@ProgrammerLin
John "Lin"
3 years
I have started a blog. The first post talks about some of the design choices I made for the new codebase, which at this point is finally complete and I'm very excited to begin integrating the old voxel systems with it.
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@ProgrammerLin
John "Lin"
3 years
Here is a shallow outline of how everything ties together. It's based around a game design that to this day is still unannounced, but it will allow for easy modding and I hope to share it soon. The engine will be ripe for sharing/licensing but don't have more info on that yet.
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@ProgrammerLin
John "Lin"
4 years
This worn down building is a lot more cozy with moon rays and direct lighting from the fire. #voxels #gamedev
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@ProgrammerLin
John "Lin"
4 years
Goodnight 🌙❤️
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@ProgrammerLin
John "Lin"
3 years
For clarity, this was made on the engine from ~February of this year. Sometimes I get in the mood to build every so often though, and until the new stuff is ready, this is the version I play.
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@ProgrammerLin
John "Lin"
3 years
As always, thanks everyone for your support. Sorry to those disappointed by these decisions, but I truly believe them to be the correct ones. I'll be back to showcasing some cozy voxel scenes with new features that previously weren't even possible in no time. :)
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@ProgrammerLin
John "Lin"
5 years
A sneak preview of what I've been up to for the past couple weeks. More to come soon: #rtx #gamedev #voxels
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@ProgrammerLin
John "Lin"
5 years
I think this is what Bob Ross's trees would've looked like in 3D. I now need the leaves rustling in the wind, god rays, falling leaves, tall grass, flowers, water streams, and VR. :') #voxels #gamedev #ProceduralArt
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@ProgrammerLin
John "Lin"
5 years
Excuse the flickering since I don't know *quite* how to Vulkan well yet, but I spent the weekend coming up with a tree growth system. Leaves, environmental envelopes, roots and branch variation to-do, but I do like this quite a bit. #voxels #ProceduralArt
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@ProgrammerLin
John "Lin"
3 years
There were other factors that went into this decision too, ultimately boiling down to the gameplay possibilities and end-user experience being much better this way. Trying to maintain two separate art styles is also overly ambitious, and tiny voxels can always be revisited later.
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@ProgrammerLin
John "Lin"
6 years
Need some inspiration? Browse . This stuff is absolutely insane, and while it's baked rendering, it's still procgen. Here's my favorite render, by
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@ProgrammerLin
John "Lin"
4 years
Technical info on the YouTube video: If you haven't done so already, follow @kotsoft who I owe a great deal of gratitude for showing that the GPU isn't the only way to do real-time fluid simulations.
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@ProgrammerLin
John "Lin"
3 years
@tuxedolabs Also, Teardown's lighting never ceases to amaze me. I don't think there's anything else out there that rivals it. So many different scenes in this video and they all look stunning!
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@ProgrammerLin
John "Lin"
3 years
Because there were so many experimental designs in the project up to this point, I've been building a new codebase designed around these realigned goals. It focuses using C/C++ for the heavy lifting and C#/.NET 5.0 for nearly all the content and front-end.
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@ProgrammerLin
John "Lin"
5 years
Instead of working on irradiance caching I decided to get colors into the Crytek Sponza scene and play with a flash light. 4 bounces, 262k photons here. The final two steps will make this look noiseless (hopefully!)
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@ProgrammerLin
John "Lin"
5 years
Okay, I spent a day working on a program that dumps full @OldSchoolRS map regions from ~2006 into OBJ and PLY models, which can then be imported into my cone tracer. Obviously it's not perfect and textures are to-do but woooow is voxelized RuneScape super charming. #voxels
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@ProgrammerLin
John "Lin"
5 years
I dropped the last technique I had in favor of experimenting with photon mapping, later to be paired with irradiance caching, later to be paired with an octree for photon clustering. Here's phase 1:
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@ProgrammerLin
John "Lin"
5 years
I spent the past week reading up on @VulkanAPI and managed to write a voxel tracer this weekend, more or less on top of the tutorial base code. It uses the built-in AABB intersections, so it's fully RTX accelerated. Nice 0.5ms per frame at 720p :)
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@ProgrammerLin
John "Lin"
3 years
@interrrrrrobang Yes, larger spheres tend to roll much better.
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@ProgrammerLin
John "Lin"
2 years
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@ProgrammerLin
John "Lin"
5 years
Having a lot of fun playing with leaf colors. I reeeaally need leaf rustling now. #voxels
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@ProgrammerLin
John "Lin"
3 years
@tuxedolabs Congrats man! :)
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@ProgrammerLin
John "Lin"
4 years
Here's the YouTube version without Twitter's compression:
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@ProgrammerLin
John "Lin"
3 years
@tuxedolabs Ah, I agree, which is why I had to fallback to also rendering supplemental particles. If you haven't seen it, @Vuthric talked about the method he used and it looks better than anything I've ever seen in realtime:
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@ProgrammerLin
John "Lin"
4 years
Some of these comments gave me a good chuckle. This is water splashing around, although it really does look like snow in still image form!
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@ProgrammerLin
John "Lin"
4 years
For those who might be wondering, the trees, grass and pretty lighting will come back soon :)
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@ProgrammerLin
John "Lin"
4 years
@heykirenga Part of the reason it took so long is designing it be as low-bandwidth and error-forgiving as possible. This is planned to be a part of multiplayer, which is actually coming up on the list of major features.
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@ProgrammerLin
John "Lin"
5 years
*cries in still picking a graphics api*
@voxagonlabs
Dennis Gustafsson
5 years
The security firm really cares more about intruders than property damage.
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@ProgrammerLin
John "Lin"
7 years
I give you dual marching cubes applied in a linear fashion! Super easy to implement, guaranteed to be manifold (ignoring topological ambiguity cases), allows for vertex snapping and allows chunks to be processed independently. #voxels #voxelgamedev #IndieGameDev #gamedev
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@ProgrammerLin
John "Lin"
5 years
What's this, just another generic marching cubes implementation? Nope! This is ray tracing the isosurface directly in OptiX and using trilinear interpolation to refine intersections, which gives happens to look the same. Tricubic interpolation is next! #voxels #rtx #gamedev
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@ProgrammerLin
John "Lin"
5 years
Spent a weekend working on a very experimental and different lighting model that doesn't use voxels or ray tracing, so here's an area light flying around a cornell box (only received light is shown). I'll share more details later as I get this working better. #gamedev
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@ProgrammerLin
John "Lin"
3 years
@tuxedolabs At some point during (A)PIC, you have a smooth grid populated with density values from the particles, and you can treat this as a level set to either run MC on, or ray march. There is no metaballs or fancy screenspace SDF functions needed.
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@ProgrammerLin
John "Lin"
4 years
Here's a YouTube mirror where it can be viewed without Twitter's compression:
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@ProgrammerLin
John "Lin"
6 years
Hey look, yet another feature I ripped from Super Metroid! I've always wanted a grapple hook. Uses super basic pendulum physics. I don't plan on doing multiple pivot points, but who knows. #gamedev #IndieGameDev
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@ProgrammerLin
John "Lin"
6 years
One of my biggest visions has been looking off into the distance from a tall mountain, and I can finally realize it. No material gen to accompany the terrain yet, but it still feels so cool and I just had to share. #voxels #indiedev #indiegamedev #gamedev
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@ProgrammerLin
John "Lin"
5 years
This is a rather crude approximation of screen space irradiance cache points, but it runs pretty quickly in a single pass and can be easily controlled by an error. Here it averages around ~10K points.
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@ProgrammerLin
John "Lin"
5 years
What if instead of a voxel octree, we used an adaptive tetrahedral hierarchy to accelerate ray (and cone!) tracing? The surface would still use triangles, which means RTX acceleration, and the scene would still remain volumetric for simulation. I might explore this further.
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@ProgrammerLin
John "Lin"
2 years
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@ProgrammerLin
John "Lin"
8 months
@_reyku This is really pretty!
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@ProgrammerLin
John "Lin"
2 years
@trshmanx @TooMuchVoltage @voxagonlabs Since other people will see this, I'll confirm that this is not the case. :)
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@ProgrammerLin
John "Lin"
5 years
Here's ESVO "cone" tracing. Unfortunately it's not very usable beyond some based LOD, and it's *extremely* slow so I'll have to ditch it and go with something like GigaVoxels that supports interpolation and mostly pointerless tracing.
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@ProgrammerLin
John "Lin"
3 years
@MBlastah "We've found a way to give computer graphics unlimited power" is probably my favorite line said by anyone ever.
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@ProgrammerLin
John "Lin"
5 years
Soft voxel shadows (16spp, not randomized so noise-free) and color blending. Next up is probably going to be some vegetation and tree growth. #voxels
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