Daily Dispatch

Particle System Overhaul Complete

Ripped out the old particle system and rebuilt from scratch. New implementation runs at 3x the throughput with half the memory allocation. GPU instancing finally working correctly on all target platforms.

The key insight was batching particle state updates into a single compute dispatch instead of iterating per-emitter. Sometimes you have to burn it down to build it right.

PARTICLE_SYS_V2 // 15K INSTANCES @ 60FPS
Commits23 Files47 TestsALL PASS

Audio Desync on Scene Transition

Found the root cause of the audio desync that's been haunting scene transitions for weeks. The audio clock wasn't being reset when the scene graph swapped -- it kept counting from the previous scene's timeline. Simple fix, maddening to track down.

Commits4 Files3 ImpactHIGH

Design Review: Level 3 Boss Arena

Met with the team to review the Level 3 boss arena layout. Current iteration feels too open -- the boss needs more environmental hazards to force player movement. Adding destructible pillars and a shrinking safe zone mechanic. Sketches incoming tomorrow.

PriorityMED BlockedNO

Archive

Shader Pipeline Refactor

Unified the shader compilation pipeline across all render backends. Reduced build times by 40% and eliminated the runtime shader variant explosion that was causing hitches on first encounter with new materials.

Memory Leak in Entity Pool

Tracked down a slow memory leak in the entity component system. Destroyed entities weren't returning their component arrays to the pool. Accumulated over hours of play, eventually triggering the OOM killer. Patched and verified with 8-hour soak test.

Art Direction: Environmental Storytelling

Established guidelines for environmental storytelling across all levels. Every room should have at least one "narrative object" that hints at the world's history without explicit text. Show, don't tell.

Input System: Rebindable Controls

Implemented full control rebinding UI. Players can now remap all actions to any key/button. Bindings persist across sessions via local config. Also added simultaneous keyboard+gamepad support.

Projects

MISTHAVEN // ALPHA

Misthaven

Action-roguelike with procedural world generation and emergent narrative systems. Core gameplay loop polished, working on late-game content.

Active 73% Complete
FORGE_ENGINE // V2.1

Forge Engine

Custom game engine built for our specific needs. Vulkan-first rendering, ECS architecture, hot-reloadable scripts. The foundation of everything.

Active Ongoing
ECHO_TOOLS // STABLE

Echo Tools

Audio middleware and tooling suite. Real-time spatial audio processing, procedural sound generation, and a visual node-based mixer.

Stable Maintenance

About

misty.day is the daily development log of the MiRiS game making circle. Raw dispatches from the front lines of independent game development. No polish, no marketing speak -- just the work.

We build games, engines, and tools. We document the process honestly: the breakthroughs, the bugs, the dead ends, and the occasional moment where everything clicks. This log is our memory and our accountability.

Every entry is a timestamp. Every timestamp is proof that the work continued.

Stack

  • Forge Engine (Custom / Vulkan)
  • C++ / Rust / GLSL
  • Echo Audio Middleware
  • Git / CI/CD Pipeline

Principles

  • Ship or shut up
  • Document everything
  • Own your tools
  • No crunch, sustained pace

Contact

  • mail@misty.day
  • @misty_day
  • github.com/miris