Nikita Lisitsa
@lisyarus
I teach C++ & computer graphics and make games. Working on a village building game: http://t.ly/onQIw Check out my cozy traffic sim: http://t.ly/bu8Ib He/him
I've written a blog post about my recent WebGPU particle life simulation adventures! It presents the formulas used for the model & explains how it works under the hood: lisyarus.github.io/blog/posts/par… Below is a gallery of random systems I've found (links to them are in the article) 👇
#gamedev folks, do you have a favourite "things to do when announcing the game & publishing a steam page to maximise impact" checklist? Asking for a friend 😊
Honestly feeling a bit sorry for this fella #indiedev #indiegames #gamedev

Testing out the algorithm for detecting rooms #indiedev #indiegames #gamedev
In other news, made the bread model brighter & tastier & fluffier 🥰 #indiedev #indiegames #gamedev

Working on a "mood" system for my villagers. Pretty much the same thing as in RimWorld: cumulative events affect the slowly approached overall mood target. Now to make some actually meaningful events 😅 #indiedev #indiegames #gamedev

Currently planning my next big steps in this game's development. Wasn't sure if I'm going to work on food soon or not, so I added about 60kg of bread loaves at start for good measure 😅 #indiedev #indiegames #gamedev

I'm doing similar manual scoped profiling in a bunch of places, though it doesn't show real-time stats but rather aggregates it and prints on exit. Maybe I should add real-time visualization as well at some point...
I've been dreaming of this C++ profiler for my game for over a year. It's now here. It shows me the slowest code logic that runs over my game components in real time. Each one is a lambda that I can find at the file name and line number. An hour after I made this, I already…
WebGPU officially supported in Firefox on Windows in latest release, yay! mozillagfx.wordpress.com/2025/07/15/shi…
Working on a progress-bar-like UI element to replace various "XXX: N%" labels. It's pretty basic but works great imo #indiedev #indiegames #gamedev
Refactoring the drying mechanic now. It seems simple on surface, but in reality it adds a ton of complications to the game's logic. E.g. after the recent introduction of stockpiles, I can't stockpile non-dried resources because they change type after drying, screwing everything

Remembered the water rendering I made for my previous game, I'd probably do it differently today but I'm still sorta proud of it
I have it on good authority than most men actually prefer women with a nose
lol no kidding.