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Tom

@thope.xyz.bsky.social

Game programmer specialising in engine and tools πŸ”§. Based in Dundee, Scotland. Currently working on an arcady, drifty, driving game, title TBC. Follow for updates ⭐️

67 Followers  |  245 Following  |  89 Posts  |  Joined: 18.11.2024  |  2.1821

Latest posts by thope.xyz on Bluesky

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new editor feature : spawning items from the right click context menu #gamedev #indiedev

11.08.2025 22:14 β€” πŸ‘ 7    πŸ” 4    πŸ’¬ 0    πŸ“Œ 0

UI looks nice. Is it Qt?

11.08.2025 20:29 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Making Custom Car Physics in Unity (for Very Very Valet)
YouTube video by Toyful Games Making Custom Car Physics in Unity (for Very Very Valet)

Nice vid on simple car physics (Note to self: make some animation curves for tuning values)
www.youtube.com/watch?v=CdPY...

09.08.2025 23:24 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

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

04.08.2025 16:52 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Is this distinct from β€˜learned helplessness’?

04.08.2025 10:38 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
Preview
Arco: Three tales forged in bloodshed, laced with magic, and united by revenge. Enter the breathtaking world of Arco, a dynamic tactical RPG where your decisions shape the story. Three tales forged in bloodshed, laced with magic, and united by revenge. Available now on Steam, Epi...

Related. arco.game

20.07.2025 21:25 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Not 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.

15.07.2025 09:13 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

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€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
Idle and Physics Processing Games run in a loop. Each frame, you need to update the state of your game world before drawing it on screen. Godot provides two virtual methods in the Node class to do so: Node._process() and Node...

Not 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 β€˜death spiral’ as the physics step is called multiple times but it can’t catch up.

docs.godotengine.org/en/stable/tu...

15.07.2025 08:56 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

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

04.07.2025 08:04 β€” πŸ‘ 8    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0

Sometimes you just wanna write a cloth simulation Β―\_(ツ)_/Β―

01.07.2025 22:49 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Yes!!!

30.06.2025 13:15 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Nice lib, thanks for sharing !

29.06.2025 17:35 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
Preview
Uploading an app to apple and waiting for notarisation to complete Uploading an app to apple and waiting for notarisation to complete - package_mac.sh

Here's the full notarisation script. Figuring all that out was a pain

gist.github.com/thomashope/7...

28.06.2025 10:52 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
A terminal showing a file being uploaded to itch.io with butler

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

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 😎

28.06.2025 10:42 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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

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€” πŸ‘ 9    πŸ” 3    πŸ’¬ 1    πŸ“Œ 0

Shadow 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€” πŸ‘ 2    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Ah 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€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
A book. β€˜The Making of Prince of Persia Journals 1985-1993’

A book. β€˜The Making of Prince of Persia Journals 1985-1993’

Feeling sick, but enjoying this in bed

27.06.2025 09:35 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Tried 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€” πŸ‘ 4    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Whelp. 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...

24.06.2025 16:38 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Yes you can!!

24.06.2025 06:51 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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I think I'm close to having enough gameplay to make a demo for the car game but feeling a bit stuck πŸ˜–

Instead I fixed up some maths code and debugged lighting in this old FPS test scene. Worth doing I guess #gamedev #indiedev

23.06.2025 16:33 β€” πŸ‘ 12    πŸ” 3    πŸ’¬ 0    πŸ“Œ 0

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

22.06.2025 23:55 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Any chance of a Gilbert 8 colour pride flag?

22.06.2025 08:30 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Posted past midnight so it counts #screenshotsaturday

21.06.2025 08:26 β€” πŸ‘ 4    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Nitrous drifting baybeee lets goooo #gamedev #indiedev

20.06.2025 23:55 β€” πŸ‘ 16    πŸ” 3    πŸ’¬ 0    πŸ“Œ 1

I think the game has got to a size where the hot reload button in visual studio just doesn’t work any more :(

20.06.2025 07:09 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Had 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€” πŸ‘ 15    πŸ” 4    πŸ’¬ 0    πŸ“Œ 0
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Working on the level editor
#gamedev #indiedev

18.06.2025 17:25 β€” πŸ‘ 9    πŸ” 3    πŸ’¬ 0    πŸ“Œ 0

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