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@nxrighthere

Distinguished Software Engineer at Wickedmind https://t.co/sIKe4n27Z6

Budapest, Hungary Katılım Haziran 2020
149 Takip Edilen297 Takipçiler
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Stas
Stas@nxrighthere·
I’m extremely proud of what our small team has accomplished in nearly a year building a custom game engine and developing a new, unforgettable IP. SKARN is a first-person action game with shooter elements, set in an open world. #WickedEngine #gamedev youtube.com/watch?v=5D9g9A…
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Stas@nxrighthere·
@LostPixel17 Thanks! We could have prepared the teaser trailer a bit better, but we had a deadline and had to cut a few corners. Yes, it's a fork of Wicked Engine, but we actively contribute upstream. There's still a lot of work to do, but it's a start. github.com/turanszkij/Wic…
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Nikhil
Nikhil@LostPixel17·
@nxrighthere I have seen your game trailer, loved it, but never noticed the engine? Are you using a custom fork of THE wicked engine? Like the open source one
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Stas
Stas@nxrighthere·
@LostPixel17 Thanks! We draw a lot of visual inspiration from Denis Villeneuve’s films, including Blade Runner 2049, Dune, and Arrival.
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Nikhil
Nikhil@LostPixel17·
@nxrighthere blade runner 2049 is one of my fav films OAT. The game so matches the vibeee!
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Rahul C
Rahul C@RahulChandwaney·
my world in blue
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Wickedmind
Wickedmind@wickedmindorg·
Born on the unforgiving planet of Scornax, you are among the few Scornians who possess primal power, intellect, and instinct. Harness your skills to survive, find your own path, and discover where it leads. youtube.com/watch?v=5D9g9A…
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Stas
Stas@nxrighthere·
@andkalysh @theredpix I’m glad you found the implementation useful! I assume the post-processing volume works in your integration. If you have a moment, would you mind helping people in the comments on that gist regarding this? I haven’t used UE in a while, so I’m not able to go through it myself.
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Deep Worlds
Deep Worlds@DeepWorlds_SA·
We're hiring a Senior Gameplay Programmer to work on @beautifullight! • Advanced knowledge of C++ & UE • 100% remote or hybrid at Geneva • 🍪 • More infos and application below 👇
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Stas@nxrighthere·
@FrontMissionRM The game of my childhood. Played it thousands of times, in both campaign variations. 🥲
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FRONT MISSION Remakes
FRONT MISSION Remakes@FrontMissionRM·
FRONT MISSION 3: Remake launches on Steam, GOG, PlayStation 4 and 5, Xbox One and Series X|S on January 30, 2026! 👉 Starting today, a free demo is available on all supported platforms, giving you the opportunity to try the upgraded tactical combat, deep customization and the dual narrative paths that made the original a classic. Step into your Wanzer and experience the refined strategy gameplay rebuilt for modern platforms. ⚫ store.steampowered.com/app/3795900/ 🟣 gog.com/game/front_mis… 🔵 store.playstation.com/en-us/concept/…
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Stas@nxrighthere·
New spline fill and recenter options coming soon to #WickedEngine. Centroid-based, supports subdivision, automatic UV and normals calculation. #gamedev
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Stas@nxrighthere·
@GetLostTheGame Looks great! Ten years ago, I barely remember what I was even doing, so it seems like you spent your time way more productively! 😄
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Get Lost
Get Lost@GetLostTheGame·
@nxrighthere This was like 10 years ago 🙂, but I had a test suite with "golden images" that my tests would compare against. Here's a few for the shadow tests
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Stas
Stas@nxrighthere·
A custom Percentage-Closer Soft Shadows for #WickedEngine. Smooth penumbra, blocker search, a filter with dithering to eliminate banding. #gamedev
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Stas@nxrighthere·
@BizarreVisions Yes, the weighted blocker average mitigates this issue. 🙂
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Malcolm Bellman
Malcolm Bellman@BizarreVisions·
@nxrighthere Does it handle overlapping shadows with large differences in occluder distance? I half-heartedly did a blocker search thing years ago but never dealt with artifacts caused by those sudden jumps.
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Stas@nxrighthere·
@sampavlovic The implementation with a 16-sample Vogel disk costs approximately 0.2–0.3 ms on an RTX 3070 compared to standard shadow maps. @turanszkij did a great job with built-in shadows overall, my changes were minimal, around 100 SLOC in `shadowHF.hlsli`. 🙂
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Sam Pavlovic
Sam Pavlovic@sampavlovic·
@nxrighthere how is it's budget? all PCSS implementations I've attempted have been prohibitely expensive
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Stas@nxrighthere·
@Wahooney That would be great! More competition is definitely welcome in the mobile market.
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