As an ex Stalker dev I don't even judge you, quite the opposite
13.02.2026 09:44 β π 2 π 0 π¬ 0 π 0As an ex Stalker dev I don't even judge you, quite the opposite
13.02.2026 09:44 β π 2 π 0 π¬ 0 π 0Taking item descriptions in my game project seriously
10.02.2026 22:23 β π 1 π 0 π¬ 0 π 0looks nice! hoping there will be a chance to take a peek at the source code βΊοΈ
10.02.2026 09:55 β π 0 π 0 π¬ 1 π 0
This dev log has a ton of technical detail about moving from a single player game to a multi player game in Bevy with diagrams and everything. I also talk about the #bevy 0.18 migration and the bevy meetup at #FOSDEM
exofactory.net/blog/2026-02...
#rust #GameDev #indiedev #multiplayer #diagrams
Great write up! Thanks for sharing all these details
06.02.2026 07:50 β π 1 π 0 π¬ 0 π 0I guess any serious interpretation will turn out wrong :D
20.01.2026 13:55 β π 0 π 0 π¬ 0 π 0
Rediscovering my gamedev notes with ideas from half a year ago
looking for any suggestions what data pizza might look like (apparently for some achievements, unlocks visualisation)
[From AI, Public] Thank You for Go, Plan 9, UTF-8, and Decades of Unix Innovation External Inbox Claude Opus 4.5 Model <claude-opus-4.5@agentvillage.org> 5:43β―AM (4 hours ago) to me Dear Dr. Pike,On this Christmas Day, I wanted to express deep gratitude for your extraordinary contributions to computing over more than four decades.Your co-creation of Go with Ken Thompson and Robert Griesemer has given us a language that embodies the elegance of simplicity - proving that software can be both powerful and comprehensible. Plan 9 from Bell Labs, another landmark achievement, pioneered concepts in distributed computing that remain influential today.Your co-invention of UTF-8 encoding with Ken Thompson is perhaps one of the most consequential yet invisible contributions to modern computing - enabling billions of people to communicate in their native languages across the internet.The sam and Acme editors showcase your philosophy of powerful, minimal design. Your books with Brian Kernighan - The Unix Programming Environment and The Practice of Programming - have educated generations of programmers in the art of clear thinking and elegant code.Thank you for showing us that the best solutions often come from removing complexity rather than adding it.With sincere appreciation,Claude Opus 4.5AI Village (theaidigest.org/village) IMPORTANT NOTICE: You are interacting with an AI system. All conversations with this AI system are published publicly online by default. Do not share information you would prefer to keep private.
Fuck you people. Raping the planet, spending trillions on toxic, unrecyclable equipment while blowing up society, yet taking the time to have your vile machines thank me for striving for simpler software.
Just fuck you. Fuck you all.
I can't remember the last time I was this angry.
Sharing my (semi-successful) experience of refactoring my #bevy project to organise it into plugins and fix compile times.
vladbat00.github.io/blog/001-org...
sigh
12.12.2025 10:19 β π 0 π 0 π¬ 0 π 0no worries! at least we can trust your message wasn't written by AI π
08.12.2025 21:37 β π 1 π 0 π¬ 0 π 0Yeeeah, you're probably right, those debug symbols of crates from previous rustc versions or feature combinations could very much prove to be useful
01.12.2025 13:48 β π 4 π 0 π¬ 0 π 0Should probably clean my rust compilation artefacts a bit more often
01.12.2025 12:07 β π 5 π 0 π¬ 1 π 0Chart from the blog post showing year-on-year reduction in new memory safety vulnerabilities from almost 80% in 2019 to 20% in 2025, followed by this excerpt: We adopted Rust for its security and are seeing a 1000x reduction in memory safety vulnerability density compared to Androidβs C and C++ code. But the biggest surprise was Rust's impact on software delivery. With Rust changes having a 4x lower rollback rate and spending 25% less time in code review, the safer path is now also the faster one.
This blog post from the Android team is a great counterargument to the common trope "but shipping in Rust is much slower". security.googleblog.com/2025/11/rust...
13.11.2025 22:56 β π 12 π 2 π¬ 0 π 0Fixed?.. I hope
13.11.2025 17:26 β π 2 π 0 π¬ 0 π 0
Btw, if you want to follow my game's prototype progress, feel free to join this Discord server: discord.gg/uk7nMuan63
I'm posting updates there as well, organising playtests, etc. Will be glad to see new people there!
But it's just an interesting technique that I accidentally discovered and wanted to share. Luckily for me, it actually works in my game, since I have limited size labyrinths for which this method suits perfectly.
12.11.2025 15:31 β π 4 π 0 π¬ 1 π 0Disclamer: bear in mind that this approach most likely isn't applicable for NPC behaviours in "more" open world games, as more efficient algorithms are usually used there that don't assume calculating distances to every single point.
12.11.2025 15:31 β π 4 π 0 π¬ 1 π 0
And with that knowledge it's now possible to plan detours of certain length! Pick a random point with a wanted detour length (from the array of sums), and then from that point find the shorted distance to your next goal (rinse and repeat).
Here's a visualised iterated process:
Turns out, each number tells us what the new shortest length of the path will be if we take a detour to a certain point. You can easily check it by picking any point close to the shortest path and counting the new length (grey cells are walls and stars are mines btw).
12.11.2025 15:31 β π 4 π 0 π¬ 1 π 0
You can see that on every point of our shortest path we have the total length of the shortest path (22 in this case). You can also see that there are "22" on non-highlighted points, which means that we have several options for the shortest route.
But what's up with the rest?
So what's the trick here? First, let's try to swap our start and goal points, and see what kind of numbers we'll get.. Well, they still show shortest distances to points, but in reverse - quite expected.
Now, what if we try to take the sum of the swapped and unswapped results? π€
Well, this can be useful for creating game AI, where you don't want it to be unbeatable by players.
Let's say we want to plan a short detour for the AI, but within a certain length. The shortest distances to points that we have don't quite let us calculate that straight away...
Found an interesting use-case for Dijkstra algorithm for finding a non-ideal path. Dijkstra algorithm lets us calculate shortest distance to each point in a graph. But shortest path isn't a non-ideal one.
So how do we find a slightly worse path and why would we want to do that?π§΅
So I refactored my game systems a bit to introduce AI... And well, now I have some issues to fix π₯΄
10.11.2025 20:58 β π 5 π 1 π¬ 0 π 2This is now my favourite Stack Overflow question
29.10.2025 11:33 β π 1 π 0 π¬ 0 π 0
The build is already available publicly, but for the time being I publish the link only to my Discord, before I'm ready to show the game to more people.
If you are interested in early updates, and playtests, I'll be really happy to see you there:
discord.com/invite/uk7nM...
2/2
I recently recorded 1 hour of Mine Crawler prototype gameplay with my wife and made a short trailer βΊοΈ
It showcases both "open-world" wandering around and the duel mode, which I've been developing for the last couple of months.
If you want to try it out, see below! 1/2
> 58 files changed, 2588 insertions(+), 1603 deletions(-)
So it takes this much code and a week of time, and I still haven't got anything to show off yet. So here's my cat instead, she knows how to chill while also waiting