Itโs not ideal but you can use resources in place of structs if you need serialization
16.04.2025 08:54 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0@stagram.bsky.social
โจ๏ธ French ๐ฅ Game Developper (Unity/Godot/Custom Engine/No Engine) ๐ง Co-founder & Tech Director @ Arisk Studio ๐ https://ariskstudio.com/ ๐ Play N.R.V. Demo now on Steam: https://store.steampowered.com/app/3311460/NRV/
Itโs not ideal but you can use resources in place of structs if you need serialization
16.04.2025 08:54 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0On va whishlist les amis, c'est le goty, Split fiction ร cรดtรฉ c'est meh
10.04.2025 18:47 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0You 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 ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Yeah its understandable, btw it looks great ;)
26.03.2025 18:20 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0If 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 ๐ 1 ๐ 0 ๐ฌ 2 ๐ 0I 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
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 ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0IDs are now supported to retrieve elements from UI ๐
#gamedev #indiedev #odinlang #raylib #gui
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
I think that it's much better now!
I can build my GUIs by describing the hierarchy of elements in an XML file ๐
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
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
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...
๐Cargo 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
I want to make a Captain Toad clone when I see these beauties ๐
16.03.2025 07:27 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0I 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 ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0I 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 ๐
15.03.2025 15:17 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0It's a depressing reality ๐ฅฒ
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
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
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 ;)
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/?
Our frenetic twin-stick shooter game N.R.V demo is available on Steam: bsky.app/profile/stag...
Thanks for hosting ;)
Hey Thanks for hosting!
Our frenetic twin-stick shooter demo is available on steam: bsky.app/profile/stag...
๐ It's railway o'clock! ๐
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
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.
Pixel art with depth ๐ฎ
That's cool rdotcdot.de/articles/0/i...
#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)
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
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.
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
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...