I've been working for a couple of hours on adding some primitives to my game engine. Now I can use 2d and 1d perlin noise, which is one of the most useful algorithms for that organic noise feel: textures, vfx, pcg/worldgen, and, more importantly screenshake
#indiedev
26.02.2026 18:12 β π 2 π 1 π¬ 0 π 0
After playing mz-eth.itch.io/sunseeker for a little over half an hour I can say it is playable. Much more playable than other options I've been trying this morning like QEAD, or W going towards mouse position. Those may not be bad but that WASD is just too ingrained in my brain.
26.02.2026 14:23 β π 1 π 0 π¬ 0 π 0
I have this feeling that jumping feels uncomfy because of diagonals in a keyboard. But, using a front pov I don't like how it looks at all. Maybe something in the middle would work? But then pixel lines might be weird? Idk, will try an isometric platformer in itch to see how it feels. #indiedev
26.02.2026 10:49 β π 6 π 0 π¬ 1 π 0
Finished the #indiedev session adding some normals to the billboards, and moving the character billboard to the front of the shadow. I want to try to do something with those normals in the future. I also started doing some letterboxing but idk, too sleepy to think properly about it.
25.02.2026 21:58 β π 4 π 0 π¬ 0 π 0
It is fast but I just don't like it and can't seem to get the parameters right and seems too stateful. I need to make a few tests to see how player input may impact this sort of behaviour, I may switch to doing something else while this brews up in my brain
25.02.2026 20:11 β π 0 π 0 π¬ 0 π 0
I have been writing a dual-grid approach to the simulation.
For some reason I just noticed this reduces the breadth of a propagation and makes parallelization trivial without the need for a double buffer, I wonder what downsides does it has and how fast can it go in a big enough grid, we'll see.
25.02.2026 18:04 β π 0 π 0 π¬ 1 π 0
This is the @veritasium.bsky.social video I was talking about.
took a while to find+rewatch it. I don't like the sponsor & title, but the generic universality with which you can abstract a lot of mmo/world phenomena feels really powerful as a solodev
www.youtube.com/watch?v=HBlu...
25.02.2026 16:52 β π 0 π 0 π¬ 1 π 0
Vulkan releases game engine tutorial
The Vulkan Working Group has published, Building a Simple Game Engine, a new in-depth tutorial for developers ready to move beyond the basics and into professional-grade engine development.
Learn more: www.khronos.org/blog/new-vul...
#vulkan #tutorial #programming #gpu #gameengine
25.02.2026 14:34 β π 239 π 37 π¬ 10 π 4
So, I've set up a separated prototype for what I'm going to do next. Just a quick way to debug what I'll do next with some white noise. I'll go grab a bite, and find / rewatch a video I watched months ago which I think will be really useful to make a shared world for my mmo.
25.02.2026 14:44 β π 1 π 0 π¬ 0 π 1
Pretty boring update, I've been working on the server event loops for an hour, nothing much to say. I will try to avoid working for more than one hour in something I can't really show.
I will move to another prototype soon.
25.02.2026 13:38 β π 2 π 0 π¬ 0 π 0
I have been mostly thinking about what tf should I do with chat inside my mmorpg. But also did with this small task to have the size of the shadow be relative to how high your character is, I also hide it near the ground but idk if it'll stay like that until I see it with a sprite #gamedev #indiedev
25.02.2026 12:06 β π 9 π 2 π¬ 1 π 0
So, after getting the asset billboarding working on my game engine, I went ahead to check out some isometric character templates and am deliberating. I will start working on something else now (a few TODOs of my platforming mechanics, rendering, and game loop).
25.02.2026 10:54 β π 1 π 0 π¬ 0 π 0
I had an unbound texture, I am so ready to delete opengl and move to vulkan... But I want to have a first draft of editor, the netcode and engine parts before iterating them.
I also made the pc a billboard with platformer shadow, next I think I'll look for a character sprite. #indiedev #gamedev
24.02.2026 18:19 β π 6 π 0 π¬ 0 π 0
so, I am back, now in linux since here I can use renderdoc and that kind of stuff
24.02.2026 16:35 β π 1 π 0 π¬ 0 π 1
I am stuck at this, will take a walk, brb later
24.02.2026 15:38 β π 1 π 0 π¬ 1 π 0
so, an hour later and I still haven't nailed the math, I really suck at math. But I'm closer.
24.02.2026 13:34 β π 0 π 0 π¬ 1 π 0
After installing nix, w/clang and some cli tools I removed mise.
Working on bringing rendering the sprites that my handpainting tool bakes on my collision prototype (so far I managed to display it, but I still haven't got the math to place it in its 3d location right).
24.02.2026 12:05 β π 0 π 0 π¬ 1 π 0
Since it's a really pleasing day, I went work outside with my mba.
The embed directive didn't work.
The C++26 flag is still 2b.
cmake still sucks.
Mise failed to install modern clang.
Too much sunken cost to go back inside (or change my code).
I guess I am installing nix on my mac again.
24.02.2026 10:40 β π 0 π 0 π¬ 1 π 0
Yesterday I ended getting my 2.5D sprite editor barely functional, so I'll start today making a few placeholder tiles and getting them rendering and colliding fine in my custom physics engine prototype.
24.02.2026 09:30 β π 2 π 0 π¬ 1 π 0
Thank you, Tysk! I saw the discord, but I am avoiding any service I can't self-host. Luckily I won't be really needing feedback, and I'm not in a hurry, it's just that I don't see myself making meaningful progress without accountability, and it's impossible to have accountability alone.
24.02.2026 09:10 β π 1 π 0 π¬ 0 π 0
Just spent three hours looking into self-hosting alternatives to activitypub because federating a single-user instance sucks.
Here I am with my own pds instance πππ
I also spent 15 minutes drawing my pfp. With touchpad. In GIMP.
24.02.2026 01:43 β π 5 π 0 π¬ 0 π 0
It's been 24 days since I un-retired and make my #mmo
The first 5 days I wasn't able to do much. I never thought #solodev would be so mentally draining on me. Since it improved after I started posting daily updates, I will try to extrapolate.
Starting today I'll try to update every hour of #mmodev
24.02.2026 01:34 β π 5 π 0 π¬ 1 π 0
Building FragCoord.xyz
xordev.com
Recreational Programming:
- http://twitch.tv/tsoding
- https://www.youtube.com/@Tsoding
- https://www.youtube.com/@TsodingDaily
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Vulkan is a cross-platform industry standard enabling developers to target a wide range of devices with the same graphics API. Official bsky account.
π¦ Official account: https://vulkan.org/
Enthusiast of vintage computers and retro games. What excites me most is the challenge of building my own game entirely from the ground up ~ a personal project I pursue purely for the joy of it!
Human|She/her|I don't read DMs.
An element of truth - videos about science, education, and interesting things.
I'm a software developer, focused on building lightweight low-level tools, primarily in C, that encourage clarity, simplicity, and better software design.
https://github.com/Colleagueriley/
https://x.com/ColleagueRiley
https://discord.gg/pXVNgVVbvh
programmer of things and stuff. dear imgui https://github.com/ocornut/imgui / the dragonβs trap / dreams / tearaway / pixeljunk shooter / soul bubbles / meka. Paris, France https://www.miracleworld.net
Passionate about gamedev technologies. I create things. Created raylib, raygui, rres and many other tools/libs at raylibtech. FOSS at: http://github.com/raysan5
Daniel Lemire is a Computer Science Professor at the University of Quebec (TELUQ). Daniel Lemire ranks in the top 2% of scientists worldwide according to Stanford University/Elsevier's 2024 ranking.
Application developer by day, open source developer and Khronos contributor by night. Maintainer of the Vulkan and OpenGL and hardware databases at https://www.gpuinfo.org
Indie Game Dev from the north of Europe. Trying to do the impossible.