Thibault Hennequin
@CameleonTH
☀️(Ex lead) tools programmer @ Kylotonn by day. 🌑Solodev by night working on a custom engine and games.
Here's a concept teaser for the game I'm working on. Interested ? youtube.com/watch?v=uEI7uG… #indiegame #gamedev #backrooms #liminalspace #horror #puzzle
I get good results in my engine with old school global illumination (offline computing of SH probes) . I still have light leaks, but I'll try to reduce them. #indiedev #gamedev #solodev #GlobalIllumination


I fulfilled a dream, I implemented my own facial animation system in my engine. A dream I had since the release of #HalfLife 2 in 2004. #ScreenshotSaturday #gamedev #indiedev #facialanimation
Alan Wake 2 - The Lakehouse #AlanWake2 #AW2Photography (click for the full view)
For the second time this week, I reworked my PBR integration in my engine and added some subsurface scattering. Now I'm happy with the result. #indiedev #gamedev #solodev #notunreal
Just for fun, I reopen a previous level prototype and added my new glass shader. #screenshotsaturday #indiedev #horror #scifi

First step for old school/offline global illumination : Cubemap rendering. #indiegame #gamedev #globalillumination


Finally, I can play videos (old school MPEG-1) in my engine, thanks to @phoboslab for pl_mpeg, an easy to use library. Now I just need to find a game use case for video playing :) #indiegame #gamedev #gameengine
I'm working on the main menu for my Backrooms game, what do you think ? #indiegame #gamedev #uidesign #liminalspace
This week I reached the 3000th commit to my engine git repository. 🥳 Here is the commit comment : Rework Node/Scene manager #GameDev #IndieGameDev #SoloDev #Engine
I'm trying to fill an occlusion culling buffer by simply projecting the corners of the boxes, but it's not enough. I have to rasterize my occlusion boxes on the CPU. Optimization is hard. #gamedev #solodev

The pools leaked into the backrooms. What happened ? #ScreenshotSaturday #liminalspace #indiedev #gamedev #solodev
If, like me you are looking for a fast BC6H texture encoder on CPU. I've just adapted @knarkowicz's awesome GPURealTimeBC6H to run on CPU in C++. It only took 0.4 seconds (compared to 5s for Compressonator) to compress a 4096 x 2048 texture on AMD 3900X. github.com/thennequin/Uti…
Two weeks ago, I released the first teaser/concept for my liminal spaces/backrooms based puzzle game. The game uses my own engine; it's not perfect but the project is evolving quickly. #ScreenshotSaturday #indiedev #gamedev #liminalspace #puzzles #game
I'm amazed by the quality of @Polyhaven's models and how well these models render in my engine. The download window allows for quick integration, two clicks, a drag and drop, and you're done.
