In my spare time, I’ve founded the “minecraftesque” open source project Terasology and open-sourced the initial prototype of my C++/Vulkan powered game engine Intrinsic. Lately, I’m using this time to push my custom tech, using it, of course, for a voxel-based game prototype.
Feel free to get in touch with me via Twitter!
- Benjamin / @begla
Unannounced game (2018 till today)
I’m currently working on a voxel-based game. I might announce further details soon.
Intrinsic (private, 2018 till today)
Intrinsic is the framework of choice powering all my game prototypes and research. It has evolved quite a bit since its initial prototype release in 2016.
Intrinsic (initial prototype, open-source, 2016-2018)
At its initial public release in 2016, Intrinsic already was a capable rendering and game engine. Written in C++ utilizing the cutting-edge Vulkan API, it featured advanced lighting techniques, volumetric fog, multithreaded rendering, and complete data-oriented design.
Due to time constraints, I’ve decided to keep further development private and decide on future releases when the time is right.
Terasology (open-source, actively worked on 2011-2012)
Terasology is a “minecraftesque” game written in Java and OpenGL. I started the project during my studies to understand the things that made Minecraft so interesting for me: procedural generation of worlds and voxels in general.
After finishing my studies in 2012, I sadly had to stop contributing to the project. It is now maintained by a small team that coordinates contributions from all over the world.
- DECK13 Interactive GmbH
- Principal programmer (rendering and engine, 2017 till today)
- Programmer (rendering, engine, and physics, 2012-2017)
- Intern (master’s thesis on procedural animation, 2012)
The Surge 2 (PC, PS4 and X1, 2019)
The second installment of the souls-like sci-fi action RPG. Some of the things I contributed:
- Complete rewrite of the renderer which works well with all modern low-level graphics APIs (Vulkan, DX12, and GNM). Data orientation, hot reloading, and complete data drivenness are the concepts which make it unique
- Implementation and maintenance of the Vulkan and GNM backends
- Modernization of the whole lighting system
- “Irradiance grid” for indirect diffuse illumination
- Unified compute based volumetric fog/lighting system
- Strand-based vegetation simulation
- Texture streaming system
- Various low-level CPU/GPU optimizations, like e.g. asynchronous post-processing and “static command buffers”
An in-depth behind the scenes video John (@dark1x) from the Digital Foundry created for The Surge 2. I’m one of the guys babbling in the video. 🙂
The Surge (PC, PS4 and X1, 2016)
Souls-like action RPG set in a sci-fi world. Amongst others, I’ve contributed the following:
- GPU based particle system used for all particle effects in the game
- Design and implementation of the physics-based “gibbing system”, which is a fundamental part of Surge’s gameplay mechanics
- Moved the standard deferred lighting system to a compute driven approach. First various tile-based ones and, a tad later on, a clustered one
- Compute based frustum/occlusion culling system for static meshes/instances
- Various low-level optimizations to reach the target frame rate (60 FPS on PS4 Pro and X1X)
Lords of the Fallen (PC, PS4 and X1, 2014)
Souls-like action RPG set in a medieval fantasy world. Excerpt from what I did:
- Design, implementation, and maintenance of the GNMX powered PS4 rendering backend
- Volumetric lighting solution for local lights
- Locomotion/IK system for humanoids
- Ragdoll system and various physics-based effects
- Software rasterization based occlusion culling system
- Various optimizations of existing subsystems
- Volumetric Lighting For Many Lights (in Lords of the Fallen, Digital Dragons, Poland, 2014) - PDF
Since its initial publication, this take on volumetric lighting has been integrated into many other projects. One of them being Warframe! You can take a look at the results in one of @sj_sinclair’s tweets:
Volumetric lighting tech will be shipping soon with War Within! Nice mood boost! pic.twitter.com/kseqT2QUEG— Steve Sinclair (@sj_sinclair) September 24, 2016
Photography and making music.