ChunkDev 🦋
banner
chunkdev.bsky.social
ChunkDev 🦋
@chunkdev.bsky.social
Building ChunkCity - an Infinite City Builder for PC & mobile 💻📱. No engine, built with #Kotlin
Pinned
Integrated the 2D traffic simulation into the 3D world. Got it working on first try.

#gamedev | #indiedev
Reposted by ChunkDev 🦋
Join me for a sunrise walk?

I've implemented time-of-day, better atmospheric scattering, airglow so the night sky isn't pitch black, boosted ambient lighting in the dark, and carefully managed transitions.

Still missing an actual sun 🤦, moon, stars, and sunrise time stretching.
#GameDev #IndieDev
August 20, 2026 at 7:13 PM
I had the spontaneous idea to let active meshes follow paths and have colliders.

The result: an elevator.

I never planned to support any of this. I suspect this will be useful for quite a few other things, too.

Paths can be edited directly in the game’s built-in mesh editor.

#gamedev | #indiedev
August 17, 2026 at 7:45 PM
I finally added retractable landing gear to airplanes.

For now, it happens automatically based on distance to the ground. Technically, the wheels are "active reference" meshes that the airplane system takes control over.

#gamedev | #indiedev
August 13, 2026 at 6:22 PM
Reposted by ChunkDev 🦋
What's that?? 👀 A new devlog about my village building game! 🤯 It only took me 7 months 😅 Enjoy:

www.youtube.com/watch?v=xWrk...
I Added Realistic Water And Rivers To My Game
YouTube video by Nikita Lisitsa
www.youtube.com
August 8, 2026 at 3:07 PM
Quest markers are in, but there aren’t any quests yet.

Targets are currently simple points with a radius, but they’re represented in three ways: on the minimap, as a screen-space indicator, and as a 3D marker in the world.

A lot of steps just to tell the player where to go.

#gamedev | #indiedev
August 9, 2026 at 8:20 PM
Added cogs to my game
August 4, 2026 at 7:47 PM
Now with light switching.

To keep chunk meshes such as buildings static, emission color and activation times are encoded in the vertex data and evaluated by the shader based on the time of day.

#gamedev | #indiedev
July 30, 2026 at 5:35 PM
I could keep doing this forever.

Quite literally, this world is infinite.

#gamedev | #indiedev
July 28, 2026 at 6:26 PM
Originally, I wanted buildings to stay as static as possible, with referenced submeshes baked into them.

Now I’ve added “active references”: With that, referenced meshes can become their own entities, allowing them to move, rotate, and light up independently.

#gamedev | #indiedev
July 26, 2026 at 5:33 PM
Finally added a day night cycle to my city building game.

#gamedev | #indiedev
July 24, 2026 at 7:31 PM
Cranes!

I’m really enjoying this workflow: Create the meshes in the game’s built-in mesh editor, and then copy their IDs to reference them in code to do stuff.

#gamedev | #indiedev
July 22, 2026 at 7:08 PM
My game (still) runs smooth on a 13 years old device

#gamedev | #indiedev
July 21, 2026 at 7:28 AM
Cheap but effective night view
July 20, 2026 at 7:23 PM
Maybe, just maybe, I am using too many of those lights.
July 17, 2026 at 2:41 PM
When you slep a cheap light overlay on your scene and it just looks better. At this point I have various system whose sole purpose is to render a bunch of particle like effects with as few draw calls as possible.
July 16, 2026 at 7:36 PM
It's been a while. Here I added an effect radius preview.

Technically I am using the same mechanism I use to mark objects without mesh rebuilding in general: Special marker meshes that get drawn only at certain pixels using stencil masks.
July 14, 2026 at 7:15 PM
Reposted by ChunkDev 🦋
You might remember that I was working on my own programming language a few months ago. I've decided to write a blog post about what this language is, how it is implemented, and what are my future plans!

lisyarus.github.io/blog/posts/m...
Making your own programming language is easier than you think (but also harder)
lisyarus.github.io
May 6, 2026 at 5:54 PM
Reposted by ChunkDev 🦋
Improved river height interpolation using cubic splines, fixed some weirdness on river banks & deltas. Still hunting a few remaining discontinuities...

#indiedev #gamedev #indiegames
April 21, 2026 at 6:29 PM
First post of the year after a few stressful weeks at work. Added support for Kotlin objects (singletons): no lazy init yet, but the implementation was refreshingly straightforward.

#kotlin
January 31, 2026 at 8:32 PM
Reposted by ChunkDev 🦋
A new devlog about my village building game! 📺

Learn about how and why I transformed my game's world from a tiny 200m patch to a mighty 100km island! 🔥

#gamedev #indiedev #indiegames #devlog

youtu.be/00f5GLnVtok
I Made My Game's Map 1000x Bigger! - Village Builder Devlog #11
YouTube video by Nikita Lisitsa
youtu.be
January 24, 2026 at 11:02 PM
Reposted by ChunkDev 🦋
I'm making a game engine based on dynamic signed distance fields (SDFs)
YouTube video by Mike Turitzin
youtu.be
January 6, 2026 at 7:53 PM
Reposted by ChunkDev 🦋
New blog post! (yep, at New Year's Eve.) A short detour into a fun one-liner shading model I use for clouds in my game 🥰

lisyarus.github.io/blog/posts/a...
December 31, 2025 at 3:03 PM
Taught my Kotlin scripting runtime to handle default parameters and named arguments. For simplicity, default evaluation lives in the function body and gets removed when inlined at the call site.

#kotlin
December 29, 2025 at 8:40 PM
Angular lerping done wrong in production
December 25, 2025 at 10:33 PM
Added vararg support to my runtime. Fewer things broke than expected.

#kotlin
December 21, 2025 at 7:59 PM