Anders Elfgren ๐Ÿน Tides of Revival RPG's Avatar

Anders Elfgren ๐Ÿน Tides of Revival RPG

@srekel.net.bsky.social

Hi! 18 years pro game dev, second-time indie studio founder, 20+ hobby games, TTRPGs, Swedish, father of three. โš”๏ธ DiscoGarage Games ๐Ÿ“… JC2/APB/GTA5/Vermintide/Hammerting/Helldivers2 ๐Ÿน Tides of Revival: Grand RPG in Zig ๐ŸŒ Open World Gamedev

693 Followers  |  224 Following  |  448 Posts  |  Joined: 18.10.2024  |  1.9646

Latest posts by srekel.net on Bluesky

Watch this interview with Giuseppe @gmodarelli.com who's working with me on Tides of Revival to see how it's going with the game and why we're using The-Forge @theforge.dev !

09.08.2025 06:34 โ€” ๐Ÿ‘ 5    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

I had a great time doing this interview, and I am really grateful for the opportunity given to me by @wolfgangfengel.bsky.social, whose graphics programming books sit on my shelf ๐Ÿ˜Š Thank you!

08.08.2025 22:39 โ€” ๐Ÿ‘ 4    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Damn, sorry to hear. I was offered a position there last year but didn't take it for various reasons. I have quite a few ex-colleagues working there so hopefully they are OK.

07.08.2025 17:32 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

I believe Wayward Realms is using an LLM for dialog responses, afaik it's a local instance. It's a use case that makes sense (procedural dialogue for a procedural RPG, so to speak), though I'm not sure what it's trained on. And ofc I don't know if it's going to turn out well yet.

07.08.2025 16:24 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Hey it's my first ever #WishlistWednesday ๐Ÿ˜Š

Please consider wishlisting Chronicles IV: Ebonheim on steam!

store.steampowered.com/app/3919080/...

#gamedev #chron4 #indiegames #ultima #roguelike #crpg

06.08.2025 13:13 โ€” ๐Ÿ‘ 88    ๐Ÿ” 22    ๐Ÿ’ฌ 4    ๐Ÿ“Œ 1

I want this!

07.08.2025 04:36 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Will watch when I have time, but really curious what your overall impression was :)

05.08.2025 17:42 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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I've said it before but this book is great, to the point, explains grammar effortlessly, and is just hilarious. :)

It was the best of sentences, it was the worst of sentences. By @junecasagrande.mastodon.social.ap.brid.gy

05.08.2025 13:32 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Scientists are baffled by this one bsky post!

30.07.2025 17:56 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Slime prototype! Coming to a village near you soon.

30.07.2025 14:25 โ€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 1

I also realized this after seeing this, hope it's just a nice pause from social media :)

Oh and yeah great trailer!

29.07.2025 08:09 โ€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

This is extremely on point.

27.07.2025 03:44 โ€” ๐Ÿ‘ 5    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

FWIW I use Flecs, an ECS, for Tides.

I think the main argument tends to go: The perf gains from an ECS wouldn't be that big, and the cost is that it's super duper complex whereas fat structs are easy.

But IME ecses aren't that complicated to work with... :)

24.07.2025 15:41 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Mmm. Arguments against I think would boil down to:

1. If you only have 10k entities, maybe performance isn't a problem..?
2. Find extremes (flowers) and special case them.
3. Aside from entities there are other things using CPU memory so fitting into L2 isn't happening anyway, maybe not even L3.

24.07.2025 15:37 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
Post image 24.07.2025 13:35 โ€” ๐Ÿ‘ 6    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

E.g. a pretty flower might need pos + up-axis-rot + mesh handle (3+1+1) * 4 = 20 bytes.

So alternatively you can have 128 big entities @ 256 bytes and 11k flowers instead of 4k.

Hypothetical simplified numbers and logic but I believe the math checks out.

24.07.2025 07:09 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

In addition to being potentially bad due to cache misses when doing operations over small parts of the entities (classic boids example) it's also bad due to just not fitting all of it. E.g. 4k ents in 256k L2 means 64 bytes per fat struct. 64 is not much for a player ent, and overkill for a prop.

24.07.2025 07:01 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Oh shit he's also in your replies

23.07.2025 15:26 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Don't tell Giuseppe that I'm spawning like a thousand light sources with a crazy range/intensity.

23.07.2025 15:26 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 3    ๐Ÿ“Œ 0
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Villages in Tides of Revival will now expand their road network outwards over time, placing road markers and lanterns along the roads.

(currently the road markers have lights added to them to show the effect, lanterns to come soonish)

#gamedev #ziglang #procgen

23.07.2025 15:19 โ€” ๐Ÿ‘ 15    ๐Ÿ” 4    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 1

Here is the next iteration of plans for Tides!

23.07.2025 09:48 โ€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Nice to see @barryleitch.bsky.social mentioned, I love the soundtrack :)

22.07.2025 06:27 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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I am excited to share this new single-header C library I have been working on for a while now: vecmath.h, a comprehensive vector/matrix math library for graphics/games/3d.
It allows you to write vector math code in C that looks like this:

21.07.2025 15:09 โ€” ๐Ÿ‘ 96    ๐Ÿ” 20    ๐Ÿ’ฌ 4    ๐Ÿ“Œ 0

Is this from a marketing pov, or artistic, or how to make the game as good as possible? (Not saying they are mutually exclusive)

20.07.2025 04:03 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Lol, some good spice over at the #Ziglang github

15.07.2025 20:08 โ€” ๐Ÿ‘ 7    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Look how they massacred my icon jesus christ @bsky.app

15.07.2025 19:59 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Some notes:

The icons are custom made for Tides by me and yes, they are animated ๐ŸŒž

Tasks: Things we think we need to do at the start
Bonuses: Things we do in addition to the tasks
Stretch goals: Also added at the start, fine if they don't get made
Easy wins: For when you need a motivational task.

15.07.2025 19:57 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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We do our "short term" planning for Tides as a post in our Discord that I just keep up to date with where we are. It works quite nicely, very flexible and handy.

We just finished our latest iteration! It took a bit longer than I thought, but for good reasons :)

#gamedev #planning

15.07.2025 19:54 โ€” ๐Ÿ‘ 12    ๐Ÿ” 2    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 1
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We have a first version of a day night cycle in Tides!

15.07.2025 19:41 โ€” ๐Ÿ‘ 6    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 1

Cool! Congrats :)

08.07.2025 18:22 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

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