Stagram - Arisk Studio's Avatar

Stagram - Arisk Studio

@stagram.bsky.social

โŒจ๏ธ French ๐Ÿฅ– Game Developper (Unity/Godot/Custom Engine/No Engine) ๐Ÿšง Co-founder & Tech Director @ Arisk Studio ๐Ÿ‘‰ https://ariskstudio.com/ ๐Ÿ‘‰ Play N.R.V. Demo now on Steam: https://store.steampowered.com/app/3311460/NRV/

76 Followers  |  108 Following  |  132 Posts  |  Joined: 20.11.2024  |  2.5258

Latest posts by stagram.bsky.social on Bluesky

Itโ€™s not ideal but you can use resources in place of structs if you need serialization

16.04.2025 08:54 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

On va whishlist les amis, c'est le goty, Split fiction ร  cรดtรฉ c'est meh

10.04.2025 18:47 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

You know the meme from the office that say "corporate needs you to tell the difference between these two pictures" ?

05.04.2025 18:10 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Yeah its understandable, btw it looks great ;)

26.03.2025 18:20 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

If tou prefer higher resolution its possible to create ร  32ร— texture pack and higher unless you keep it in power of 2

26.03.2025 18:16 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0
Preview
N.R.V City Street, Antoine Tardieu DEMO Steam : https://urlr.me/bHAqz6 I had the pleasure of contributing to the production of N.R.V. as the Art Director and TechArtist throughout the eight months of development. Co-created with my co...

I had the pleasure of contributing to the production of N.R.V. as the Art Director and TechArtist throughout the eight months of development. I was responsible for the entire art direction, world-building, and artistic production.

www.artstation.com/artwork/x32QE2

26.03.2025 13:40 โ€” ๐Ÿ‘ 3    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

C'est un framework pour crรฉer des outils nodaux, ils avaient dรฉjร  sortie quelque chose qu'ils y rapidement abandonnรฉ ร  l'รฉpoque et c'รฉtait pas documentรฉ ou trรจs peu et mal

26.03.2025 10:38 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Video thumbnail

IDs are now supported to retrieve elements from UI ๐ŸŽ‰

#gamedev #indiedev #odinlang #raylib #gui

21.03.2025 15:16 โ€” ๐Ÿ‘ 7    ๐Ÿ” 3    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Preview
Unity Graph Toolkit Update (Q1 2025) Hello Unity community! We are excited to announce the upcoming experimental package release of Graph Toolkit, a graph authoring framework designed to help you build custom node-based tools more easil...

discussions.unity.com/t/unity-grap...

Maybe this time they will not abandon it in the middle of the development since it's used in the new animation system they are building... Will see I guess

I will test it when it goes out

#gamedev #unity3d

21.03.2025 14:05 โ€” ๐Ÿ‘ 6    ๐Ÿ” 1    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

I think that it's much better now!

I can build my GUIs by describing the hierarchy of elements in an XML file ๐ŸŽ‰

I still have few more properties to support and a refacto for the button to behave correctly with the auto layout system but the base is here.

#gamedev #indiedev #odinlang #gui #raylib

21.03.2025 10:07 โ€” ๐Ÿ‘ 10    ๐Ÿ” 4    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Example of GUI that use the auto layout system

Example of GUI that use the auto layout system

I'm creating an auto layout system for my "GUI Framework" in my current project, next step, reduce the boilerplate by externalizing GUI description to a separated file

#gamedev #indiedev #odinlang

20.03.2025 15:18 โ€” ๐Ÿ‘ 8    ๐Ÿ” 3    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 1
Preview
[15/03/2025] Odin Lang - Features Highlight | Notion Introduction

As you may know, I'm learning #odinlang for a week, creating game mechanics proto, and I tough that put some notes on what I appreciate on the language might be cool.

I created a little post that I might improve over time. Maybe you will learn sth.

enormous-sunspot-939.notion.site/15-03-2025-O...

16.03.2025 18:02 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Video thumbnail

๐Ÿš‚Cargo can now be placed on rails and move along them

Maybe I have to think about a game now with a little scope that I can complete in a short time frame since I already have ideas for my next mini project...

Also, have you any reference of pixel art top down trains sprites ?

#gamedev #indiedev

16.03.2025 11:48 โ€” ๐Ÿ‘ 14    ๐Ÿ” 3    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

I want to make a Captain Toad clone when I see these beauties ๐Ÿ„

16.03.2025 07:27 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

I totally agree, and I've also found that it's difficult to channel all the parisitic ideas that interfere with the true essence of what you want to create, in order to keep the original idea dominant in the final result. It's a mentally difficult process.

16.03.2025 07:20 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

I don't know about you but I don't want to work in this setup, never! I want to use my brain not to fix garbage from a machine but to create things by myself since it's my work and my passion. AI can wash my plates, but not take what I love to do for sure ๐Ÿ˜€

15.03.2025 15:17 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

It's a depressing reality ๐Ÿฅฒ
This type of position will flourish everywhere soon because tech team will need them but at the same time they will be the black sheep in the room that cost money to fix a feature that used to works before but create no new value, finance guy gonna hate this for sure

15.03.2025 12:18 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

There is also comptime in Odin with the `when` keyword and you can sign a proc with "contextless" to not pass the context (so no allocator as well).

But this way of doing in Zig is dictated by the "no hidden control flow and no hidden memory allocations" policy and it's great they stick to it

15.03.2025 09:09 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Zig is for sure a cool language but it's much more complicated to get started and there is much less QoL and as a result, I find code to be less expressive and easy to understand.

For instance, context and allocator in Odin are, in my opinion, handled in a better way.

This is only my opinion ;)

15.03.2025 08:55 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

For me (and based on my usages) Odin is way better than Zig because:

1. It's stupid simple, I get the same simplicity feeling than with C lang
2. It's packed with modern features and QoL without becoming heavy
3. No package manager and come with officially supported vendors packages

1/?

15.03.2025 08:55 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Our frenetic twin-stick shooter game N.R.V demo is available on Steam: bsky.app/profile/stag...

Thanks for hosting ;)

15.03.2025 08:37 โ€” ๐Ÿ‘ 6    ๐Ÿ” 1    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Hey Thanks for hosting!
Our frenetic twin-stick shooter demo is available on steam: bsky.app/profile/stag...

15.03.2025 08:35 โ€” ๐Ÿ‘ 6    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Video thumbnail

๐Ÿš‚ It's railway o'clock! ๐Ÿš‚

Art made by someone that don't understand anything about #pixelart but try to navigate his way in this world (don't be rude please)!

I'm using #odinlang and its `bit_set` to handle rail's neighbors and direction, pretty cool flags handling!

#gamedev #indiedev #raylib

15.03.2025 08:23 โ€” ๐Ÿ‘ 16    ๐Ÿ” 4    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Everything is ready & 'final' build has been uploaded. Keys will be sent to youtubers/streamers over the weekend.

If anyone is interested in covering the game, don't hesitate to reach out and I'll send a key.

14.03.2025 20:08 โ€” ๐Ÿ‘ 8    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Preview
R.C.'s page: Height maps in top-down pixel art For the 'engine' i developed for my game, i am using heightmaps on my pixel art to achieve various cool effects like dynamic water height, overlapping geometry, decals, 3D lighting and even the scene'...

Pixel art with depth ๐Ÿ˜ฎ
That's cool rdotcdot.de/articles/0/i...

13.03.2025 16:57 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

#odinlang arrays are amazing for two main reasons :
1. builtin array programming
2. bultin dynamic arrays

Thanks to these two points, work with arrays is a breeze if I have to compare with other languages I know, atm, it's the best overall experience (ok c# can compete without a doubt)

13.03.2025 11:42 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Video thumbnail

After zig I'm now toying with @gingerbill.org #odinlang!
For this mini project I already have some plans on what I want to do and I will share progress here for sure. ATM I'm creating necessary interaction elements (yeah based on grid again, I like grids).

#gamedev #indiedev #raylib

13.03.2025 08:30 โ€” ๐Ÿ‘ 8    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

To conclude, it was fun but I don't think I recommend zig as a game dev language.
I don't want to compare with other low level languages and it's a personal opinion of course.

Next short side project will be based on Rust or Odin, will see.

11.03.2025 08:47 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

I also find some aspect of the language to be amazing. To name a few:
- Optional and if syntax to unwrap them (don't know if it's possible to unwrap them in another way)
- Error handling feels great too
- Allocator are great to track memory and know data lifetime
- Documentation is Ok

11.03.2025 08:47 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

It take time to wrap my head around the memory management (I come from C and C++ mainly).

Also, vs code tooling works meh + to debug application it's needed to setup a debug config using the C++ extension. It's not mentioned in the extension readme...

11.03.2025 08:47 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

@stagram is following 20 prominent accounts