SΓ©bastien de Graffenried's Avatar

SΓ©bastien de Graffenried

@sebdegraff.bsky.social

Game dev, working on Terraformers terraformers-game.com Game jams, homemade game engine dev. Sometimes streaming on youtube: πŸ”΄ https://www.youtube.com/@seb_degraff/streams Also on mastodon: 🐘 http://mastodon.gamedev.place/@seb_degraff

245 Followers  |  529 Following  |  261 Posts  |  Joined: 21.10.2024  |  1.6105

Latest posts by sebdegraff.bsky.social on Bluesky

When I got my current laptop a couple years back I decided to keep it unity free and quarantined unity to my office desktop. Looking forward to the day I have no need to use it whatsoever!

28.07.2025 15:49 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

"My indie game is a metaphor for depression"

26.07.2025 13:45 β€” πŸ‘ 4    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Incredibly cool!

26.07.2025 10:43 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

You still managed to write and publish a large number of blogposts for your tower defense tutorial, as a fellow ADHDer I find that quite impressive

26.07.2025 09:16 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Nice

26.07.2025 09:01 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Originally I moved the cars by pinning the front and back to the path. It worked but looked like moving on rails.

The solution: Pin the front wheel's center position to the path and use the Kinematic Bicycle Model to update the rear: thomasfermi.github.io/Algorithms-f...

#gamedev | #indiedev

25.07.2025 14:26 β€” πŸ‘ 330    πŸ” 21    πŸ’¬ 16    πŸ“Œ 1

Very cool! Thanks for the link, that will surely be handy!
Wondering what could be done to make the cars "eat the curb" a little less. Have a front wheel path that overshoots a bit, then centers back on the road at the end of the turn?

26.07.2025 08:43 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

But often this kind of abstraction is counterproductive, not only for perf but in term of organisation and flexibility of the code, which is why some people prefer fat structs.

24.07.2025 06:15 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

With that last example you could have different struct types for different kind of entities since you now only store a pointer to them in entities. You'd need to know which kind of entity you're accessing so you can cast them, for example with a tag as the first field of every entity type.

24.07.2025 06:12 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

@nolram.bsky.social, if you declare a C array like that:
entity_t entities[1024];
the structs will be next to each other in memory.

An array of pointers would be:
entity_t a = {...};
entity_t b = {...};
entity_t* entities[1024] = { &a, &b }
(note the extra *)

24.07.2025 06:10 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

indeed, I only heard "fat struct" for array of contiguous structs that contain all properties for your entities, irrespective the actual "type" of entities they represent.

24.07.2025 06:09 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

For me the main advantage of fat structs is that it’s a simple design, and is easy to optimize later if needed by splitting off the cold data to a separate array

23.07.2025 18:52 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

My understanding is it depends on how fat, but is often less bad than alternatives. Struct of arrays or ECS can be a win, but they can also separate data too much I believe (e.g. if you want to random access a single entity, you eat the cost of a chache miss per property you access)

23.07.2025 18:50 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Post image Post image

we made a python program for WHODUNNIT? that lets us export layeredimage declarations + images through a guided console app, i want to release it but it requires a specific layer structure for it to work...

if any folks want to try it out let me know, would love to know if it would still b useful

21.07.2025 16:01 β€” πŸ‘ 22    πŸ” 4    πŸ’¬ 4    πŸ“Œ 0

Awesome stuff! I love these kind of art workflow things 😍

Is it python on the right screenshot?or some kind of DLS understood by renpy?
Also, how do you read the psd, have you found a good library? I remember using a C one a while back but it had subtle bugs that made me give up.

22.07.2025 07:47 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Found an excuse to work on something else. Has to be done by next Wednesday.
Everything from scratch just using #raylib
#gamedev

18.07.2025 21:54 β€” πŸ‘ 17    πŸ” 4    πŸ’¬ 0    πŸ“Œ 0
Preview
GitHub - JimmyLefevre/kb: kb single-header C/C++ libraries kb single-header C/C++ libraries. Contribute to JimmyLefevre/kb development by creating an account on GitHub.

I see! I never got further than using stb_truetype myself.

Have you seen the recently released kb_text_shape.h lib? It seems to handle everything except rasterization (which can be then be done by stb_truetype for example). Could be interesting

github.com/JimmyLefevre...

20.07.2025 09:08 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

I think a font atlas doesn’t necessarily imply no ligatures – you could render the glyph of the ligature just as any other glyph, right?

19.07.2025 18:09 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Legendary Software Rendering Era | Sean Barrett
YouTube video by Wookash Podcast Legendary Software Rendering Era | Sean Barrett

For that weird, narrow segment of technically-minded programmers who want to know how we programmed 3D graphics in the 90s and also want to know about 80% of the stuff I programmed before RAD, I sat down for a 5 hour interview on the Wookash Podcast.

www.youtube.com/watch?v=T1tX...

19.07.2025 16:20 β€” πŸ‘ 170    πŸ” 45    πŸ’¬ 7    πŸ“Œ 3
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Engine dev: added a command palette with some sort of autocomplete.

Here the "load" command suggests filenames to load, and the "save" command suggests filenames to override.

I intend the command palette to be pretty flexible and customizable, and ultimately replace the traditional in-game console

17.07.2025 13:36 β€” πŸ‘ 3    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0

friendly reminder that this starter pack exists!!

if you know more C programmers on here - let me know and i'll add them!!!!

#C #programming

go.bsky.app/5S36P1b

12.07.2025 05:45 β€” πŸ‘ 10    πŸ” 2    πŸ’¬ 2    πŸ“Œ 0

Thank you both! That's really motivating, got to post more now :)

12.07.2025 08:47 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

...and accumulating them towards the front plane. The actual fog is drawn as a post-process effect by sampling the froxel volume according to the depth

12.07.2025 08:38 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Thank you!
I did a pretty naive implementation inspired by this description: simoncoenen.com/blog/program....
I'm not computing any atmosphere scattering LUT at this point, just filling froxels with white or black depending on if in shadow or not (sampling the shadowmap)

12.07.2025 08:37 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Nice! I'm doing the same these days, for writing a basic breakout game. So many things to fix or cleanup πŸ˜…

11.07.2025 08:52 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

I had copied some code from the unity math library for my engine. Figured I'd go and replace that since their licence is quite hostile.

So I go to the wikipedia page for Xorshift, and what do you know – here's the exact same code I was about to replace, with the same magic values and all :D

10.07.2025 13:37 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Fair enough!

09.07.2025 09:09 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

For me it’s a matter of communicating intent. If I see 1<<31, I’ll assume that the constant can only be changed to another power of two (which may or may not be the case in the original example).
If the constant is just an arbitrary limit, 2 * GiB looks good to me

09.07.2025 07:40 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
geordi laforge saying nah to 0xDEADBEEF but saying yea to 0xACAB1312

geordi laforge saying nah to 0xDEADBEEF but saying yea to 0xACAB1312

08.07.2025 09:39 β€” πŸ‘ 160    πŸ” 30    πŸ’¬ 5    πŸ“Œ 0
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Added easing curves to picoCAD 2's animation tool. Getting things to look goos is a lot easier now. What's your favourite curve? πŸ˜†β€΄οΈ

#3d #lowpoly #gamedev

03.07.2025 14:57 β€” πŸ‘ 113    πŸ” 18    πŸ’¬ 8    πŸ“Œ 1

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