Sovereign Engine's NPC support is now 50% complete! The integrated NPC editor together with Sovereign's powerful scripting engine will allow creators to make rich dynamic game worlds for their ORPG. Stay tuned for some demos in the near future.
#gamedev #rpg #orpg #mmorpg #indie #opensource
19.06.2025 14:39 โ ๐ 8 ๐ 2 ๐ฌ 0 ๐ 0
Screenshot of Sovereign Engine v0.6.0 showing the new day-night cycle.
Sovereign Engine v0.6.0 has been released! This release continues to add fundamental mechanics together with bugfixes and performance improvements.
Highlights include:
* Physics, jumping, and collisions
* Calendar with day/night cycle
* New Windows installer
Check it out at sovereignengine.com!
08.06.2025 17:37 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0
Thinking about procedural generation of large worlds... The Minecraft approach - multiple noises feeding elevation, surface decoration, biome picking, etc - is very interesting. I want to try using wavefunction collapse for tiled noise as input to a higher layer - should be interesting. #gamedev
29.12.2024 02:07 โ ๐ 11 ๐ 3 ๐ฌ 0 ๐ 0
22.12.2024 02:40 โ ๐ 104 ๐ 37 ๐ฌ 3 ๐ 1
Live now at twitch.tv/SpaceRobotArm
Streaming RPG Maker 2000!
20.12.2024 00:51 โ ๐ 29 ๐ 7 ๐ฌ 1 ๐ 0
Lua code:
function on_player_entered(event)
local playerEntityId = event.EntityId
-- [... do usual post-login stuff ...]
-- build the entity... pass in a table with a list of named components
local newEntityId = entities.Build({
Parent = playerEntityId,
Name = "Test Entity"
})
-- entities.Build(spec) returns an entity ID on success, nil on failure
util.log_info(string.format("New entity ID = %s", newEntityId))
end
Just added to the server-side scripting in Sovereign: entity creation! Pass in a table of components, get back an entity. Doesn't get simpler than that.
My to-do list of how to use this:
* Put starter packs in new players' inventories
* Spawn monsters everywhere
#gamedev #mmorpg #indiedev #lua
18.12.2024 02:25 โ ๐ 6 ๐ 1 ๐ฌ 0 ๐ 0
Screenshot of Sovereign Engine showing the names of two players above their player sprites.
Today's engine update: players are now identified with their names above their player sprite. It's a small change, but for me it's starting to make the engine feel "real". Excited to keep pushing forward!
#gamedev #mmorpg #indiedev
16.12.2024 03:38 โ ๐ 8 ๐ 2 ๐ฌ 0 ๐ 0
All of the Christmas cakes together! Which one would you choose? ๐
#pixelart
15.12.2024 22:10 โ ๐ 48 ๐ 11 ๐ฌ 2 ๐ 0
Introduction to Behavior Trees - YouTube
This is a series of lectures on Behavior Trees, a hierarchical modular way of combining control policies for AI and robotics.
I've been enjoying this playlist on Behavior Trees from Petter Ogren. Can anyone recommend some other good materials on behavior trees, especially scalable many-agent models?
youtube.com/playlist?lis...
#gamedev #ai #gameai #compsci
15.12.2024 01:52 โ ๐ 6 ๐ 0 ๐ฌ 0 ๐ 0
Screenshot of the Sovereign Engine resource editor. The Animated Sprites tab is selected, and the "Moving" phase for a slime sprite is displayed.
Added support for high DPI displays to Sovereign Engine! Here's a screenshot of the built-in Resource Editor using the new font and improved scaling.
In the meantime, work continues on the server-side Lua scripting engine, which is 80% complete.
#gamedev #indiedev #mmorpg
14.12.2024 14:45 โ ๐ 10 ๐ 2 ๐ฌ 0 ๐ 0
YouTube video by Mirage Gaming
Mirage Source - A Look Through History [Part 1]
Great retrospective on the hobbyist 2D MMORPG community from the early 2000s. Lots of creativity and innovation with limited resources - fascinating work.
youtu.be/hgbjhlGDHaw?...
#gamedev #mmorpg #mirage #vb6
08.12.2024 01:36 โ ๐ 5 ๐ 1 ๐ฌ 0 ๐ 0
Those race conditions are tough to debug, but they sure feel like an accomplishment when you figure them out haha!
01.12.2024 01:21 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0
4/ From there it was straightforward. Inspect the barriers around the buffer update, find that the barrier scope didn't include uniform buffer operations. NVIDIA either implicitly applied a barrier or was just fast enough that it didn't happen. AMD on the other hand showed a race condition. Fun!
01.12.2024 01:14 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0
3/ I found out by breaking it with another bug. I made a typo that accidentally blew up the sprites to around 5x their usual size. Suddenly it was clear that it wasn't noise - it was the font atlas from the previous draw call. The texture offset in the uniform was still pointing to it - sometimes.
01.12.2024 01:12 โ ๐ 2 ๐ 0 ๐ฌ 1 ๐ 0
2/ The breakthrough came in figuring out what the flickering was. At first the sprites were small and the flicker looked like noise. Oddly, it even flickered within the same frame in Renderdoc. That's a giant red flag for a race condition or missing barrier, but what was it?
01.12.2024 01:10 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0
Another fun bug: all of the sprites drawn on my GUI kept flickering, but only on AMD GPUs. Never NVIDIA.
I was updating a uniform buffer for the texture offset. The graphics lib missed a barrier for uniforms. Patched library, sent a PR, works now.
And that was my intro to Vulkan.
#gamedev #bugs
30.11.2024 23:51 โ ๐ 26 ๐ 3 ๐ฌ 3 ๐ 0
Favorite bug so far: early on I ran into an issue where the engine reported the mouse was hovering over an object one space down from the cursor. Turned out the mouseover code was fine, the renderer was drawing everything off by one and the whole world needed to shift. Oops!
#gamedev #bugs
30.11.2024 15:30 โ ๐ 11 ๐ 2 ๐ฌ 0 ๐ 0
Modernizing the engine code is off to a great start - just got the server running again, but now with the built-in Dependency Injection and Serilog instead of Castle. Startup times are dramatically faster, and the code is much cleaner!
Next up, getting the client to run again.
#dotnet #gamedev
27.11.2024 16:43 โ ๐ 5 ๐ 0 ๐ฌ 0 ๐ 0
Poorly worded, but referring to the direction that interfaces are crossed in the architecture - specifically, it gives better alignment with something like Clean Architecture where dependencies only flow in one direction. Reflection-based IoC makes it easier to break that rule without thinking.
26.11.2024 05:50 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0
The old way of doing dependency injection: reflection-based containers that compose from the inside out at runtime. Switching to a modern outside-in container is a mental shift, but gives much cleaner architecture and better alignment with .NET source generators. Worth it.
#dotnet #ioc #programming
26.11.2024 02:57 โ ๐ 4 ๐ 0 ๐ฌ 1 ๐ 0
Taking a break from implementing the Lua scripting backend in order to eliminate some technical debt. .NET has changed a lot since I started tinkering with this project, and it's time to catch up with Generic Host and the built-in dependency injection. Big effort, but worth it.
#dotnet #gamedev
26.11.2024 02:18 โ ๐ 4 ๐ 0 ๐ฌ 0 ๐ 0
Thanks, appreciate it!
25.11.2024 14:20 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0
Hey, any room left to join?
25.11.2024 02:18 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0
Careful, this is a slippery slope that ends in writing your own OS because the stock filesystem isn't good enough...
25.11.2024 02:14 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
24.11.2024 20:38 โ ๐ 60140 ๐ 15399 ๐ฌ 699 ๐ 506
Looks really good! Do you have different controls for placement ahead of/behind the player?
23.11.2024 23:14 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0
Yep, I just finished a code generator for binding Lua libraries and now all I want to do is write more code generators lol. It's addictive!
23.11.2024 21:39 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0
D&D Combinatorics xkcd.com/3015
23.11.2024 00:59 โ ๐ 27093 ๐ 2180 ๐ฌ 203 ๐ 109
โWhat if you just actually modeled another world, in as much detail as possible, and let players loose?โ -- Raph Koster, Ultima Online's Influence
This is what inspires me. I think an open source engine, free of any commercial obligations, can achieve this. And it's fun to build a game like this!
23.11.2024 01:35 โ ๐ 5 ๐ 0 ๐ฌ 0 ๐ 0
Hey, can I join?
22.11.2024 18:35 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
Discover open source alternatives to popular software. Curated by @kulpinski.dev
Join 8k+ subscribers โ openalternative.co
i like video games too much // neither holy, nor roman, nor an empire // she/her // https://nicole.express
Uni, Minuet cat born on March 27, 2020๐ฏ๐ต
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๐ป lvl33 | Norwegian | Aspiring pixel artist
๐ฟ Cat mom, gamer, reader, knitter, drinker of seasonal coffees
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Indie gamedev. Arsenal includes:
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We are Resonant Union, a group of musicians dedicated to arranging and producing a variety of albums!
Out now!
- Perfect Arrange Works ~Ep III~
Upcoming Releases:
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Staff: Recca, Philip, R-Man, MB
resonantunion.com
๐ธ composer & video game enjoyer! โญ 26, he/him/any, pan ๐
currently playing: xenoblade chronicles x
find me & my music around the internet: https://linktr.ee/sincx
building a game engine in public โข software technical lead @censeag @glassnode โข @developer_dao #5939 โข KU'18 โข GSL145
Sometime verb, real person, lover of 8-bit computers, husband & father, trying to be a kind person. #blacklivesmatter; trans rights are human rights.
he/him
๐ฆ๐ท Argentina | 24 | He/Him
๐ผ Programmer IRL
๐ฝ I want to share my vision with the world
๐ข Half overthinker, half lazy
โ Please no AI/NFT content
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๐ฎ Currently developing: Virimu Evergreen
Graphics programmer working at Astrobotic simulating the Moon.
computer pixels & perf
art, books & writing, clothes...
wip person
Product @ Xano. Iโm into making music, making games, sci-fi, and the Oxford comma. Not the dude from Buckcherry (why should I change MY name? Heโs the one that sucks)
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Solo developer working on Katanaut, a fast action-roguelite where precision combat meets eldritch horror!
โ๏ธ Wishlist on Steam โ๏ธ
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