GlaireDaggersπŸ‰πŸ³οΈβ€βš§οΈπŸŽ„'s Avatar

GlaireDaggersπŸ‰πŸ³οΈβ€βš§οΈπŸŽ„

@glairedaggers.bsky.social

she/they 😷 wearer in lesbians w/ πŸ’ @cyndervox.bsky.social πŸ’ Previous: Spry Fox / Netflix, Galvanic Games, Super Bit Machine gamedev links: https://linktr.ee/glairedaggers Tags: #foxbladefable | #art | #pixelart

6,137 Followers  |  2,484 Following  |  8,299 Posts  |  Joined: 20.08.2023
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Posts by GlaireDaggersπŸ‰πŸ³οΈβ€βš§οΈπŸŽ„ (@glairedaggers.bsky.social)

It's like $300 an order

05.03.2026 10:02 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Jesus. Insurance won't pay for any of my Medtronic equipment (beyond just having an "in network discount") cause I haven't met the deductible yet.

Several thousand dollars of deductible left to go.

Healthcare sucks ass dude

05.03.2026 09:59 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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Windows 13 rumored to be "collecting hearts released from heartless" in an attempt to open Kingdom Hearts, sources say

04.03.2026 20:58 β€” πŸ‘ 3893    πŸ” 1702    πŸ’¬ 27    πŸ“Œ 30
03.03.2026 06:18 β€” πŸ‘ 11474    πŸ” 5399    πŸ’¬ 124    πŸ“Œ 70

But the other thing I like about it is that it does a much better job of documenting *what kinds of errors could happen*

You can attach an enum class error code, and that's a nice handy list of possible conditions built right into the code.

Exceptions? Doc comments is kinda all you get πŸ€·β€β™€οΈ

04.03.2026 23:28 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

This is of course very Rust-y but also one of the things I prefer about that way of doing things is that "just ignore the error" becomes impossible as enforced at compile time (even if the way you handle it is just saying "either give me the result or crash")

04.03.2026 23:28 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Something I think I wanna do in Revolver is, as much as possible, eliminate exceptions from the codebase.

- Failures that cannot be reasonably recovered from should just panic and crash as soon as possible
- Failures that can be recovered from should instead return some kind of Result type

04.03.2026 23:28 β€” πŸ‘ 5    πŸ” 0    πŸ’¬ 2    πŸ“Œ 0

Lmao, the US Military got Wile-e-coyote'd

04.03.2026 22:01 β€” πŸ‘ 18    πŸ” 3    πŸ’¬ 0    πŸ“Œ 0
edited screenshot from Codename: ICEMAN
Restart? Restore?... At least once more!!!
CRAWLING IN MY SKIN
THESE WOUNDS THEY WILL NOT HEAL

[restore][restart][quit]

edited screenshot from Codename: ICEMAN Restart? Restore?... At least once more!!! CRAWLING IN MY SKIN THESE WOUNDS THEY WILL NOT HEAL [restore][restart][quit]

04.03.2026 21:35 β€” πŸ‘ 17    πŸ” 5    πŸ’¬ 0    πŸ“Œ 0

MY GAIR

04.03.2026 18:21 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

"You crack me up, little buddy"

04.03.2026 18:21 β€” πŸ‘ 10    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

I know it's hard to compete with the profound unseriousness that is Elon Musk, but god help me if why isn't making a go of it anyway

04.03.2026 16:17 β€” πŸ‘ 62    πŸ” 14    πŸ’¬ 2    πŸ“Œ 0

When I can get around to doing actual game stuff instead of just engine work, I think I'd like to try and make something that's maybe the midpoint between Half Life 1 and Clive Barker's Undying

04.03.2026 09:10 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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D&D Animated: It's Not Your Fault! πŸ¦†

#dnd #ttrpg #dnd5e

21.01.2025 21:15 β€” πŸ‘ 616    πŸ” 113    πŸ’¬ 4    πŸ“Œ 2

@cyndervox.bsky.social : "Hazel I think I've come to terms with Grisham's stupid hair"

Me: "His toothpaste hair?"

Cynder: "Stop, it's not toothpaste hair 😭"

Me: "I don't know if you *have* come to terms with it."

04.03.2026 05:42 β€” πŸ‘ 7    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0

Will probably simplify a lot of stuff honestly - no need to handle specific texture flags for water or transparency, that's just part of the material system.

04.03.2026 05:03 β€” πŸ‘ 4    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

The resource cache has a "RegisterMaterialType" function which is used to basically install material factories for each material type. Right now only used for entity models, but will also be porting over map rendering to use the material system too.

04.03.2026 05:03 β€” πŸ‘ 5    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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Revolver Engine stuff.

Implemented a material system, & made the mesh loader use it. Very simple, just a JSON file with a "material-type" which indicates which material class should be used (which is responsible for parsing, loading shaders, uploading uniforms, etc).

04.03.2026 05:03 β€” πŸ‘ 21    πŸ” 5    πŸ’¬ 1    πŸ“Œ 0

But yeah like

Single player games NEVER stopped being profitable. When corporations tell you that they're lying through their teeth. It's not that they aren't profitable, it's that they won't make as much money as these companies *think* they can make with live service.

04.03.2026 04:54 β€” πŸ‘ 11    πŸ” 1    πŸ’¬ 1    πŸ“Œ 0

But instead companies keep pulling the plug like .01 nanoseconds after it releases because it didn't immediately make the GDP of a small nation on launch

04.03.2026 04:51 β€” πŸ‘ 9    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

what's wild is if they were properly supported past launch, a decent number of them could probably be made VERY profitable.

Like

Fortnite is the gold standard, but at launch it did poorly. It was only because Epic stuck with it for a while and tweaked the gameplay formula that it BECAME so big.

04.03.2026 04:51 β€” πŸ‘ 4    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

well if that was the case wouldn't it be called teethpaste

04.03.2026 02:23 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Basically burns up all of the little stuck coffee grounds & unclogs it like a dream

04.03.2026 01:46 β€” πŸ‘ 4    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Well I think I have discovered a hell of a life hack for cleaning out my espresso filters, and that hack is apparently "take out the filter & cook it on the stove for a sec"

04.03.2026 01:46 β€” πŸ‘ 6    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Neat benefit of figuring out a more flexible shader system is that with a few tweaks I could probably even make this be more on par with Source 1

- Adding support for FACENORMALS lump for normal/tangent vectors
- Adding lumps for reflection probes
- Directional lightmap fork of ericw-tools maybe?

03.03.2026 23:04 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Frankly kind of just designed for the kind of game where lots of things reuse a small set of common shaders rather than having bespoke shaders on absolutely everything

03.03.2026 22:58 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Not a crazy fully artist driven pipeline like you'd get in Unreal or Godot or whatever, but functional enough for the kinds of games I want to make.

03.03.2026 22:56 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Okay so I think what I'm gonna do instead is make this be code driven - there's a base "Material" class & the idea is each shader has an associated subclass of Material which implements:

- parsing material parameters from the JSON file

- Pushing uniform structs & binding samplers for that shader

03.03.2026 22:56 β€” πŸ‘ 8    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

*pulling the plug on another game for failing to hook literally every player on earth* "I'm so good at business dude"

03.03.2026 21:53 β€” πŸ‘ 41    πŸ” 7    πŸ’¬ 0    πŸ“Œ 0

"Single player games just aren't profitable anymore" they say, as I watch another live service shut down for falling short of impossibly lofty user metrics

03.03.2026 21:50 β€” πŸ‘ 125    πŸ” 33    πŸ’¬ 5    πŸ“Œ 0