Added a histogram. It accumulates the durations of all zones that have the same name as the selected one
08.10.2025 12:35 โ ๐ 3 ๐ 0 ๐ฌ 0 ๐ 0@sebdegraff.bsky.social
Game dev, working on Terraformers terraformers-game.com Game jams, homemade game engine dev. Sometimes streaming on youtube: ๐ด https://www.youtube.com/@seb_degraff/streams Also on mastodon: ๐ http://mastodon.gamedev.place/@seb_degraff
Added a histogram. It accumulates the durations of all zones that have the same name as the selected one
08.10.2025 12:35 โ ๐ 3 ๐ 0 ๐ฌ 0 ๐ 0A bit technical thread ๐งต
Iโve been improving the in-game ambient occlusion system - and ended up with something I call:
Blob-based Analytical Ambient Occlusion on Primitives
Hereโs what it does to the final image:
(more examples later in the thread)
(1/16)
Then if you want to provide strided arrays on top of that, there could be mesh.GetStridedVertices() that returns a struct of strided arrays for pos, normals, uvs etc.
But people can already use the VertexBufferData if they want to access vertex data without the compaction step
I donโt know, that seems like more magic to me. Whatโs wrong with mesh.GetPositions() and mesh.SetPositions() as a more explicit mesh.vertices?
Deprecate mesh.vertices with a message that says to use GetPositions(), but leave it in there for the next 10 years :)
Very cool to see Eike's progress on his project, and the sheer speed at which he's working. Also I find impressive how the smooth web build is. Try it!
03.10.2025 11:17 โ ๐ 5 ๐ 0 ๐ฌ 1 ๐ 0Another attempt to upload this video to Bluesky!
Halloween is coming and there is so much left to do!
Like, for instance, wish listing 8-bitBot: store.steampowered.com/app/3959370/...
#gamedev #raylib #solodev
New blog post! In "Billions of triangles in minutes" we'll walk through hierarchical cluster level of detail generation of, well, billions of triangles in minutes. Reposts welcome!
zeux.io/2025/09/30/b...
That's (apple) clang. I was already passing -Wall and -Wextra, so it seems -Wundef was not included in these. Same with zig cc.
29.09.2025 13:00 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0a terminal showing a failed build with 17 errors, all pointing to mistakes such as #if __linux__
-Wundef where have you been all my life?
29.09.2025 12:24 โ ๐ 5 ๐ 0 ๐ฌ 2 ๐ 0man this will be so good! Excited for the release
28.09.2025 10:06 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0What the?? So Funky!
The rhythm and some part of the chords progression are quite close to Vulfpeckโs Tee Time, I wonder if thereโs some inspiration youtu.be/iFG18LOlj-o?...
Ok! FWIW, glBeginQuery(GL_TIME_ELAPSED, ...) worked on all OpenGL core platforms I tested it on (admittedly not that many). Seems surprisingly old too (2.0)
registry.khronos.org/OpenGL-Refpa...
WebGL needs an extension: EXT_disjoint_timer_query. I didn't try it yet. Not sure about OpenGL ES.
(I had sketched a messy version of that, using a duration provided by metal in the command buffer callback, and performance counters/queries on GL and D3D. I think it would be really nice if sokol_gfx could expose GPU counter functionality for profiling, if it can be done cleanly)
23.09.2025 18:26 โ ๐ 2 ๐ 0 ๐ฌ 1 ๐ 0On that note, have you thought about showing a frame CPU and GPU time measurement in the samples somehow? Could help to compare perf across platforms and across sokol versions
23.09.2025 18:09 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0Nice! More insight on whatโs going on can only be a good thing
23.09.2025 18:06 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0Also, a fun experiment I did that relates to reflection:
bsky.app/profile/sebd...
Hearing that sentiment about LLVM a lot lately.
I'm also doing basic reflection for my game engine, by roughly parsing C code and emitting reflection info as code as a step before compilation. I guess that's also the direction you're going in since you mention writing a custom parser in the OP
I see! Too bad it didn't pan out, seems neat. I totally believe you for the maintenance burden. I guess it's a good cautionary tale for me, I shall not attempt to mess with llvm :D
I really wish our compiler infrastructure was less bloated and easier to handle, we could do so much more...
Perhaps in your case you could build your version of llvm in a separate repo, and copy over only the binaries you need?
22.09.2025 10:15 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0Having a cross platform compiler and linker checked-in with project makes sense to me though.
Personally I check in binaries of the compiler (currently using zig cc, might move to llvm-mingw at some point to not depend on zig bugs). Do you think this is a good approach?
Truly pushing the boundaries of human knowledge there ๐
21.09.2025 22:35 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0More like b[i] = (1.0f - alpha) * a[i-1] + alpha * a[i]; at this point!
21.09.2025 22:23 โ ๐ 2 ๐ 0 ๐ฌ 1 ๐ 0Brb, adding a low pass effect to the pause menus of all my game jam games
21.09.2025 21:52 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0Why did no one tell me you can implement a low pass filter in like 4 lines of C? ๐ค
21.09.2025 21:52 โ ๐ 1 ๐ 0 ๐ฌ 2 ๐ 0wake up babe, new rxi lib just dropped
github.com/rxi/sj.h
1 in 10 people in Gaza has now been massacred by Israel.
21.09.2025 01:36 โ ๐ 661 ๐ 319 ๐ฌ 19 ๐ 12I love watching playtests, listening to them apologize for being bad at a game they've played for literally 1 minute, then watching them almost immediately proceed to do the sickest shit by sheer force of will.
20.09.2025 01:48 โ ๐ 50 ๐ 1 ๐ฌ 1 ๐ 0Another puzzle idea; I am fascinated how nice the "code" of the bots look like and how it works in action, all without any collision.
#gamedev #solodev #raylib
Perfectly choreographed!
19.09.2025 18:00 โ ๐ 2 ๐ 0 ๐ฌ 1 ๐ 0๐ด Livestreaming in 30 min:
Adding items that entities can drop when they die or are destroyed. This is yet another project โ a game we're prototyping with my studio, Asteroid Lab.
Made in a custom engine, in C. #indiedev
www.youtube.com/watch?v=Y0Q5...