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gungu

@gungu

Joined June 5th, 2026

  • 68Devlogs
  • 2Projects
  • 3Ships
  • 54Votes
I'm an indie developer, I worked on a bunch of Playdate games and I've been passionately pursuing graphics programming since the Hackclub program last summer. Glad to be back.
Ship

This is the second ship of my game engine / renderer. To explain, I like calling it a renderer instead of a game engine, because I purposefully tried to add as few bloat features as I could, I just wanted something that made rendering something that I don’t have to think about. More info on the README page, this isn’t a good explanation. Just know that it isn’t just a basic Vulkan abstraction, this is a full renderer with PBR, many post-processing effects, skyboxes, dynamic lights, rigged and animated meshes and frustrum culling ’cause why not.
Changelog since the last ship:

  • 2 new post-processing effects, pixelation and fog
  • I also added a feature where shiny objects reflect the skybox, which isn’t realistic, but it adds a great sense of realism and I like to add it to my games.
  • one of the largest changes was turning this into an actual library instead of an executable, which allows easier integration.
  • I also made a full game as a tech demo for this project, it can be found at this link or under my stardance profile. It turned out really well, and I’m proud of myself, because I finally made a game engine that I can actually make games in easily. (The screenshot is from the game)
  • and the smallest but still a significant change was rewriting the entire 2D rendering part of the engine for 2 reasons: it had a memory leak, and text rendering was buggy, slow and barely worked.
  • 11 devlogs
  • 13h
  • 19.44x multiplier
  • 261 Stardust
Try project → See source code →
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27m 44s logged

I made a few minor tweaks to fog, and I started debugging it, which I ended up completely stopping and reverting, as it was useless. To be honest I’m really trying to find where this 27 minutes appeared, because I don’t remember spending half an hour on this

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Ship

City Sweep is a game I made in about 2-3 weeks with the sole purpose to test out how well I can make a game in my freshly made 3D renderer and basically game engine.

In this game you pick up trash in a small city. You earn money from the picked up trash, which you can spend on more storage, tools, or upgrades for your tools.

That’s about it, this is just a tech demo I made for my engine, so it isn’t that ambitious.

  • 25 devlogs
  • 43h
  • 19.27x multiplier
  • 838 Stardust
Try project → See source code →
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46m 6s logged

DEMO !!

And that’s it, the demo is live. I’m going to ship the project and finally relax after a long summer. Unless there are bugs to fix of course, but I sure as hell hope there are none.

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19m 29s logged

SETTINGS and HELP MENU

That’s it, I’m done. I made a game in my own renderer, and pretty well too. What I’ve made in the past couple of weeks simply amazes me, I never thought I would make a game in completely my own engine, and look at me now. Yes it’s just a simple tech demo, but it’s still a playable game.

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39m 13s logged

Sound effects

Yeah there are sounds for everything now, the game is coming together, it’s sure as hell good for a tech demo.

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21m 44s logged

Music !!

I spent the morning making a song that doesn’t feel to repetitive, as the game is like 15 minutes long, and I’m pretty sure this song is basic enough that it that it can be listened to for 15 minutes. I also had to implement SDL_mixer into my game so I can listen play sounds, but that was pretty easy.
I wanted the song to have a vibe straight out of High On Life, and I think I’ve got it. I’ve attached a part of it so you can listen to it too.

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1h 20m 43s logged

Everything finally has a proper price!

I tried beating the entire game with this, and of course it’s a tech demo so it’s like a 10 minute experience at best, it’s still extremely cool. I’m almost there, just some polishing here and there and I’m done.

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1h 33m 43s logged

I finished the upgrades for the broom and vacuum

I did it for the storage too, it was only half done. It’s pretty cool. I also rearranged all the trash in the city, and nearly doubled it too.
Now all I need is:

  • Make everything cost money. All the prices are already calculated, I just need to make them work.
  • I need to music, sound effects, and settings to make them work.
  • I need to make a proper help menu, because I still use the placeholder.
  • And then the last thing is some multi-platform playtesting, to make sure everything works as it’s supposed to.
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45m 36s logged

FOG

Yeah I just added fog because I thought it would look cool in my game. Obviously it’s over the top in this image because I wanted to show it off. I’m pretty proud of this one, definitely one of the more complex post-processing effects.

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1h 44m 31s logged

I filled the city with trash

I doesn’t look too great yet, I’m definitely going to do something about how it looks, but as of right now I’m:
A. Happy that it’s even working
B. Surprised that my renderer can handle so many objects at once.
This project was basically made so I can see how well my renderer can handle a full game, and it seems like it’s doing quite fine.
Now all that remains is to:

  • Finish all the upgrades for all the tools
  • Give everything a price and display it
  • Add some sfx and music
  • Add a loading screen

That’s not a bad list, I’m practically done already!😅

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16m 56s logged

SKYBOX REFLECTIONS

This is a neat trick I did in my last engine and I’m happy I recreated
it in this one. Every single shiny surface reflects the skybox, which
while isn’t realistic, it does make those surfaces look a lot more shiny
than what they actually are, which is a great hack. It sure as hell
looks better in the environments I make.

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30m 28s logged

Screen-space reflections would be a major challenge, but I learned that making the skybox reflect off of shiny surfaces is a pretty good way of making your renders seem much better. As of right now it technically works, but I came to realize that I wasn’t loading materials right, so if an image didn’t have a roughness texture, then it would end up completely shiny. I’m almost done fixing it.

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1h 10m 18s logged

I finished the city!!!

It’s neither the prettiest or the biggest, but I
can’t commit to a map bigger than this for my first game in this renderer. So, for now, this is enough. It looks kinda cool tho, it might just be me. The point is: this is a basic map, but a great map for picking up trash in, all things considered I’m happy.

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1h 38m 45s logged

Many changes, so here’s a list:

  • I wrote an entire pixelation post-processing effect in the renderer so now the entire thing is cool and pixelated, I love how it looks.
  • I worked a bit more on the map and re-lit the whole thing
  • I drew a new skybox, I think it looks really cool.
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51m 33s logged

PIXELATION POST-PROCESSING EFFECT

I made my post-processing system so expandable that I just casually added it ‘cause I thought it would look cool in the game I’m making. I’m sure as hell right about that.

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2h 0m 29s logged

I started working on the world for the demo. It’s going to be quite small, I’ve already got 2 of 10 buildings down. I also need to make a new skybox too, but that’ll come later I suppose. I also want to make a pixelating effect that makes it look a bit more stylized, but that’ll come later.

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3h 3m 9s logged

I wasted so much time trying to optimize it all to lead to nothing, but I did end up optimizing some stuff with the Surfaces along with actual color blending for them. I did end up optimizing a bit, but that’s basically nothing. This is the most worthless update to this entire project, I don’t even know how I spent 3 hours on this.

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1h 54m 35s logged

VACUUM TOOL

I’m beginning to get to the end of the project. I still need to make the upgrades for the broom and vacuum, an actual map, sounds effects, music or ambience and make a build for windows too. I’m pretty sure that’s it.

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