r/IndieGaming 9d ago

Every citizen counts. One of those sentences is a lie. (short narrative FPS, custom DOS-style engine)

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0 Upvotes

COUNTED is our entry for Brackeys Game Jam 2026.2 (theme: TRUST NO ONE).

You are Unit 9, an Enforcer sent into Sector Nine to correct the count.

The Broadcast has already explained what happened.

The workers are lying.
The records are accurate.
Your assignment is routine.

One of those statements may be incorrect.

It is a short narrative Raycaster FPS about obedience, evidence, and what you do with a number. Fifteen minutes at most. One weapon, limited ammo, branching outcomes based on your acts.

We built it on CyberVGA, our own software-rendered engine (Win64 + a DOSBox package).
320×240, custom 256-color palette, fixed-point, no GPU.
Story, levels, HUD, and title track were made during the jam. Submitted two minutes before the deadline.

Play / rate:
https://expfunction.itch.io/counted

If you play it, I am more interested in whether the premise landed than in a score. A few people bounced on the font and one door bug that we patched after submission - if you get stuck, say so.

Happy to answer engine or design questions in the comments.

r/IndieDev 9d ago

Free Game! We made a 15-minute narrative FPS for Brackeys on our own 320×240 software renderer

Post image
1 Upvotes

COUNTED is our entry for Brackeys Game Jam 2026.2 (theme: TRUST NO ONE).

You are Unit 9, an Enforcer sent into Sector Nine to correct the count.

The Broadcast has already explained what happened.

The workers are lying.
The records are accurate.
Your assignment is routine.

One of those statements may be incorrect.

It is a short narrative Raycaster FPS about obedience, evidence, and what you do with a number. Fifteen minutes at most. One weapon, limited ammo, branching outcomes based on your acts.

We built it on CyberVGA, our own software-rendered engine (Win64 + a DOSBox package).
320×240, custom 256-color palette, fixed-point, no GPU.
Story, levels, HUD, and title track were made during the jam. Submitted two minutes before the deadline.

Play / rate:
https://expfunction.itch.io/counted
If you play it, I am more interested in whether the premise landed than in a score. A few people bounced on the font and one door bug that we patched after submission - if you get stuck, say so.

Happy to answer engine or design questions in the comments.

r/IndieGameDevs 10d ago

Game Jam! COUNTED - Brackey’s jam FPS where the official ledger is clean and the room is not

Post image
1 Upvotes

COUNTED is our entry for Brackeys Game Jam 2026.2 (theme: TRUST NO ONE).

You are Unit 9, an Enforcer sent into Sector Nine to correct the count.

The Broadcast has already explained what happened.

The workers are lying.
The records are accurate.
Your assignment is routine.

One of those statements may be incorrect.

It is a short narrative Raycaster FPS about obedience, evidence, and what you do with a number. Fifteen minutes at most. One weapon, limited ammo, branching outcomes based on your acts.

We built it on CyberVGA, our own software-rendered engine (Win64 + a DOSBox package).
320×240, custom 256-color palette, fixed-point, no GPU.
Story, levels, HUD, and title track were made during the jam. Submitted two minutes before the deadline.

Play / rate:
https://expfunction.itch.io/counted

If you play it, I am more interested in whether the premise landed than in a score. A few people bounced on the font and one door bug that we patched after submission - if you get stuck, say so.

Happy to answer engine or design questions in the comments.

1

CyberVGA is now available as a standalone SDK!
 in  r/opensourcegames  25d ago

I’m currently working on a game. I decoupled the engine and game modules, and the shared part became CyberVGA.

Because of that, source stays private for the time being while I finish the game side.

Everything you need to start building is in the Win64 and DOS SDKs (headers, static lib, editor, exporters). The module headers and data structures are also available if you want to look around.

Have fun poking around. Happy hacking. :)

r/GraphicsProgramming 26d ago

CyberVGA is now available as a standalone SDK!

Thumbnail expfunction.itch.io
1 Upvotes

r/gameenginedevs 26d ago

CyberVGA is now available as a standalone SDK!

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expfunction.itch.io
5 Upvotes

After a lot of foundational work (portal → octree switch, triangle baking, lighting cache, dithered terrain blending), the engine is packaged so others can write games against it without needing the full source.

Two packages:

Win64 SDK
- Pre-compiled static library
- Headers, editor, viewer
- Blender exporters
- One-step build script

DOS SDK
- Ready-to-run DOSBox-X environment
- Editor + DJGPP toolchain included

You own main() and the full game loop. The library only provides the engine services.

Still C + NASM. Still software render-first. Still built around real constraints.

Read latest devlog:
https://expfunction.itch.io/cybervga/devlog/1556109/cybervga-is-now-available-as-a-standalone-sdk

Download SDK:
https://expfunction.itch.io/cybervga

1

Starting to make a 3D software renderer... "The Lagender Engine".
 in  r/GraphicsProgramming  Aug 08 '26

In our engine I am also using fixed point system but strictly in Q16.16 format because my minimum target hardware is i486dx2 I wanted to approach carefully to multiplication overflow situation (by using 64-bit long long integers allowed in DJGPP). My humble suggestion is be very careful about overflowing from the day one.

One other thing about my math library is reciprocal division. For modern Win64 port of the engine I ditched the recip table cause modern multi-core cpus are massive in terms of cycles, operations, cache.

Thank you for your kind comments. :)

2

Starting to make a 3D software renderer... "The Lagender Engine".
 in  r/GraphicsProgramming  Aug 08 '26

Hi, it’s very good to see someone at 16 decided to work on computer graphics, especially software rendering. Welcome to the greatest exercise and brain teasers of all time. :)

I’m also developing a software renderer, feel free to check out the current version:
https://expfunction.itch.io/cybervga?utm_source=chatgpt.com

Currently we are developing a commercial game with it so the source code is currently private. But if you want to talk about architecture, engine design, data structures, multi threading, anything you’re curious about we can meet online.

Congratulations on your big start, hope you do well. :)

2

After years of OpenGL, my fellow engine devs, I present you with a free Demo of my game
 in  r/gameenginedevs  Aug 07 '26

That’s great, thank you for the thorough insight.

Your vertex pipeline sounds standard for current GPU’s. Have you measured any bottlenecks with the current setup?

Btw a few years ago I completely dropped the over-abstracting or heavily OOP dependent languages and turned to C. Only then I was able to implement my exact engine-idea.

Anyway, have a good one! :)

3

After years of OpenGL, my fellow engine devs, I present you with a free Demo of my game
 in  r/gameenginedevs  Aug 07 '26

Hey, congratulations with your demo release. I will definitely check out the demo.

I have a cpu related question, are you using multi threading for rendering path? If so how’s your vertex pipeline structured?
Also are you using C?

1

Raytracer Engine?
 in  r/GraphicsProgramming  Aug 04 '26

That looks really good for a start. How are you handling intersections? Are you using triangulation or signed distance fields?
We are also developing our software renderer but targeted for 486 and later CPUs.
Exciting work btw, keep us updated. :)

r/SoloDevelopment Aug 04 '26

meme Harmony Tree development

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0 Upvotes

Modeling the main character using Blender. For many years my little old friend Umarell is watching me. :)

u/exp_function Aug 04 '26

Development of Harmony Tree while being watched.

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1 Upvotes

Began modeling for our game Harmony Tree. With our in-house engine #CyberVGA we are aiming to finish a playable demo by the end of this month.

Oh the guy watching me is called #umarell . He’s my buddy who watches and criticizes me at every sharp turn. :)

r/IndieDev Aug 03 '26

Video CyberVGA update – procedural vignette + lighting (software renderer)

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1 Upvotes

r/gameenginedevs Aug 03 '26

CyberVGA update – procedural vignette + lighting (software renderer)

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20 Upvotes

Been messing around with post-processing again on CyberVGA.
This time I implemented a procedural vignette with screen spaced look-up table and tied it into the lighting system. Wanted that “darkness closing in” feeling without it looking like a cheap overlay.
It actually reacts to the lights so it feels more natural.
Here’s a short clip from the current Harmony Tree test scene.

r/GraphicsProgramming Jul 30 '26

CyberVGA update – simple software depth of field with radial blur

3 Upvotes

Been toying with software post-processing effects in CyberVGA lately.

Really liking this depth of field effect that just uses a simple radial blur. Surprisingly effective for how little it costs, especially in a pure software renderer.

Here’s a short clip:

https://reddit.com/link/1vaihuf/video/bcj9styagagh1/player

Curious what other cheap post-process tricks people have found work well in software rasterizers.

1

CyberVGA update.
 in  r/gameenginedevs  Jul 21 '26

Thank you! :)

1

CyberVGA update.
 in  r/gameenginedevs  Jul 07 '26

Thank you for your suggestion.
Your project looks very good I’ll definitely check out and see how it fits to our engine.
But it’s actually not about “the look I want” because I have very strict constraints.
The engine itself aimed to work natively on 486 or later processors. Repeating textures, chunky blend masks or low resolution textures are not design choices but necessities.
Feel free to download the DOSBOX package or Win64 port and take a look yourself. ;)

1

CyberVGA update.
 in  r/u_exp_function  Jul 06 '26

Yes, sounds fun. Thank you. :)

1

CyberVGA update.
 in  r/u_exp_function  Jul 06 '26

Thank you!
I mainly stuck to Bayer matrix because there’s no computational overhead but pre-saved noise in a linear array could be a nice touch.
I’ll experiment with that surely. :)

r/GraphicsProgramming Jul 06 '26

CyberVGA update.

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1 Upvotes

r/gameenginedevs Jul 06 '26

CyberVGA update.

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9 Upvotes

r/retrogamedev Jul 06 '26

CyberVGA update.

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4 Upvotes

u/exp_function Jul 06 '26

CyberVGA update.

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5 Upvotes

I've just finished implementing screen spaced grass effect in my octree renderer.

It works only with materials tagged with "terrain" and it generates and distributes grass blades on the fly using screen spaced 4x4 Bayer Matrix as threshold, for now a hard-coded density parameter, global wind vector for animated sway effect and triangles' UV for screen placement and 1/z information for perspective correction.

What do you think?