new editor feature : spawning items from the right click context menu #gamedev #indiedev
11.08.2025 22:14 β π 7 π 4 π¬ 0 π 0@thope.xyz.bsky.social
Game programmer specialising in engine and tools π§. Based in Dundee, Scotland. Currently working on an arcady, drifty, driving game, title TBC. Follow for updates βοΈ
new editor feature : spawning items from the right click context menu #gamedev #indiedev
11.08.2025 22:14 β π 7 π 4 π¬ 0 π 0UI looks nice. Is it Qt?
11.08.2025 20:29 β π 0 π 0 π¬ 1 π 0Nice vid on simple car physics (Note to self: make some animation curves for tuning values)
www.youtube.com/watch?v=CdPY...
Some options assuming you are writing it yourself:
- first move and resolve horizontal, then move and resolve vertical. (Nice and easy for 2d)
- collide and slide algorithm. (Not tried personally)
- Verlet integration. Decent videos include Wolfire Games Gibbon video and ones by Pikuma
Is this distinct from βlearned helplessnessβ?
04.08.2025 10:38 β π 1 π 0 π¬ 0 π 0Related. arco.game
20.07.2025 21:25 β π 0 π 0 π¬ 0 π 0Not a big time OOP fan, but I don't read the thread this way:
- different physics object type (still using inheritance)
- cache strings
- avoid unnecessary nav stuff
- time slicing :(
- move non physics code out of physics updates/callbacks
All mostly independent of using OOP or not.
Also its a bad idea to do stuff that affects the visuals of your game there because it can cause stuttering due to a variable numbers of physics steps being run per rendered frame
15.07.2025 08:56 β π 2 π 0 π¬ 0 π 0Not a Godot person but... The physics step tries to run at 60hz independent of your frame rate. If it has slow code that pushes your frame rate below 60 it might cause a βdeath spiralβ as the physics step is called multiple times but it canβt catch up.
docs.godotengine.org/en/stable/tu...
Today was a close call, but I have once again avoided paying for a cabin bag
Got my MacBook with me, Windows builds are running on GitHub actions, the journey never stop #gamedev
Sometimes you just wanna write a cloth simulation Β―\_(γ)_/Β―
01.07.2025 22:49 β π 1 π 0 π¬ 0 π 0Yes!!!
30.06.2025 13:15 β π 1 π 0 π¬ 0 π 0Nice lib, thanks for sharing !
29.06.2025 17:35 β π 1 π 0 π¬ 0 π 0Here's the full notarisation script. Figuring all that out was a pain
gist.github.com/thomashope/7...
A terminal showing a file being uploaded to itch.io with butler
A screenshot of the itch.io website backend showing a successfully uploaded Mac app
Packaging is now down with `./premake package`, and uploading to @itch.io with `./premake publish`.
Feels good π
A git diff of a bash script showing the change from using altool to upload Mac apps for notarisation, to notarytool. The new script is much shorter: xcrun notarytool submit --team-id ${TEAM_ID} --apple-id ${UNAME} --password ${PASS} --verbose --wait --timeout 5m ${APP_NAME}.zip
Got packaging and notarizing Mac builds working from the command line with notarytool. Honestly this is much better than the old way with altool #gamedev #indiedev #solodev
28.06.2025 10:42 β π 9 π 3 π¬ 1 π 0Shadow effect looks nice, although I'd keep it at a constant angle & offset as if the source is in the top left. Having it move around feels kind of disorientating
28.06.2025 10:03 β π 2 π 0 π¬ 1 π 0Ah yes, the way to fix that is to first inform the computer that you would like to store, and it will make an exception
28.06.2025 03:23 β π 0 π 0 π¬ 0 π 0A book. βThe Making of Prince of Persia Journals 1985-1993β
Feeling sick, but enjoying this in bed
27.06.2025 09:35 β π 1 π 0 π¬ 0 π 0Tried improving my GLSL workflow in sublime text with syntax highlighting + linting. Unfortunately the linting package needs a PR merged and glslangValidator.exe's --glsl-version flag appears to be broken... Still better than nothing #opengl
26.06.2025 15:31 β π 4 π 0 π¬ 0 π 0Whelp. Today I think I made a proof of concept vector class implementation with swizzles _without templates_
Instead it generates types with macros all with a 'common initial sequence' to avoid UB. Not saying it's a good ideas, but I think it works? github.com/thomashope/v...
Yes you can!!
24.06.2025 06:51 β π 1 π 0 π¬ 0 π 0I think I'm close to having enough gameplay to make a demo for the car game but feeling a bit stuck π
Instead I fixed up some maths code and debugged lighting in this old FPS test scene. Worth doing I guess #gamedev #indiedev
The way I've seen testing done always depends a lot on the project, but if you're gut says you need it I'd trust it.
If you have serialization code you can use to make initial / success / fail states that's a start. Poor mans solution is to have some 'zoo' levels & UI to skip through them quickly
Any chance of a Gilbert 8 colour pride flag?
22.06.2025 08:30 β π 0 π 0 π¬ 1 π 0Posted past midnight so it counts #screenshotsaturday
21.06.2025 08:26 β π 4 π 0 π¬ 0 π 0Nitrous drifting baybeee lets goooo #gamedev #indiedev
20.06.2025 23:55 β π 16 π 3 π¬ 0 π 1I think the game has got to a size where the hot reload button in visual studio just doesnβt work any more :(
20.06.2025 07:09 β π 0 π 0 π¬ 0 π 0Had another playtest today and did some editor polishing. Feeling like I need to touch grass rn though... #gamedev #indiedev
19.06.2025 16:34 β π 15 π 4 π¬ 0 π 0Working on the level editor
#gamedev #indiedev