sneak peek at new steam page art
08.05.2025 14:03 — 👍 5 🔁 1 💬 0 📌 0@jakubtomsu.bsky.social
20. Solo indie gamedev, Custom game engines, Odin. Working on a brutal retro FPS game with space warping http://jakubtomsu.github.io
sneak peek at new steam page art
08.05.2025 14:03 — 👍 5 🔁 1 💬 0 📌 0The skewing is actually un-skewing the original geometry, because the initial grid works on integer coordinates. So skewing the square grid into a diamond makes the triangles equilateral.
For more detailed info I recommend checking out talks about Townscaper
My algorithm is almost exactly the same as Oskar's, just the initial steps are slightly different. Here is the idea:
- generate a grid of triangulated squares
- collapse N squares into quads
- subdivide each face
- skew all points and round edges a bit
- iteratively relax points
finished my implementation of irregular quad grids inspired by @oskarstalberg.bsky.social
19.03.2025 17:11 — 👍 17 🔁 1 💬 1 📌 0Went down a rabbit hole implementing an optimization to brick rendering because I can't use "conservative depth" (not supported in Dawn currently :/).
(CD enables the early-z test even when writing depth in the fragment shader, as I do in brick rendering.)
What I concocted:
1/
screenshot of a cylinder with a tiling rock cliff material on it. the rock is craggy, eroded, and layered. the color of the cliff is very light grey
screenshot of a cylinder with the same tiling rock cliff material on it, zoomed closer in. the color of the cliff is black, with hints of brown in the edges
screenshot of a cylinder with the same tiling rock cliff material on it, pointed downward a bit to feel like we're looking into a ravine or at the base of an outcropping. the color of the cliff is tan, sandstone-like.
made a rock cliff to relax. in #SubstanceDesigner again. using the colorizer I made for my quake projects at full res, to save a lot of time, so this isn't completely from scratch; just the heightmap is
18.11.2024 07:39 — 👍 172 🔁 13 💬 3 📌 0oh very cool, thanks for including me!
14.11.2024 13:31 — 👍 3 🔁 0 💬 0 📌 0Made an Odin Programming Language starter pack!
Let me know if you post about Odin and want to be included.
bsky.app/starter-pack...
28 oct 2024 (late)
- added support for (animated) sprites to the renderer
- asset pipeline loads spritesheets and builds atlases + anims
- the non-uniform anim timeline is re-sampled at bake time into an uniform timeline for O(1) frame lookup
- mesh and sprite particles
it's probably not clear but I meant what feels easy to me, it doesn't mean I don't focus on the product. But for some reason technical problems are easier to solve than game design problems for me
28.10.2024 19:30 — 👍 0 🔁 0 💬 0 📌 0for me it's literally like this
28.10.2024 11:14 — 👍 8 🔁 0 💬 1 📌 027 oct 2024
- finished the asset system refactoring (!!)
- assets are separated into GPU and CPU side
- most assets will only need to get decompressed, no deserialization at all
- fixed copy&paste in the editor
- changed the fog shader
in the discords. straight up "jorking it". and by "it", haha, well. let's justr say. My penger.
27.10.2024 19:58 — 👍 4 🔁 0 💬 0 📌 0🔴 Live on twitch!
🎮 Sunday side-quest with GodotEngine
Join me 👇
twitch.tv/mreliptik
If you want to write posts then your own website is the nicest. But youtube devlogs are best in general
27.10.2024 11:01 — 👍 0 🔁 0 💬 1 📌 0Trying out SOKOL library for drawing 3D graphics, using Odin!
It seems like a fun and fairly low level way to create cross-rendering-API code.
I wrote a Patreon post with detailed explanation of my specific implementation if you're interested in more info:
www.patreon.com/posts/hot-sa...
The iteration time is almost the same as with hot reload, but the system is much simpler because you don't have to mess with DLLs.
In Odin the implementation is trivial, like 20 lines of code with the help of CBOR serializer.
Usually the solution to fast iteration times is Hot Reloading system.
But it has a bunch of issues - data changes, debugger support, and makes working with libs difficult.
Instead I use a system of "Hot Saves" where I serialize part of the program state and reload it at startup
✨A new article: (Yet another) Introduction to quaternions!
I'm a mathematician, so my desires are unconventional and my perspective is skewed, but I hope it will be useful at least in some way 😅
I've also added a useful cheatsheet in the end 🥳
lisyarus.github.io/blog/posts/i...
single big article for sure
26.10.2024 21:49 — 👍 2 🔁 0 💬 0 📌 0shadow wizard money gang
26.10.2024 21:48 — 👍 1 🔁 0 💬 0 📌 0finally put some clothes on the guy
#screenshotsaturday #picotron #gamedev
The only real algorithm on this site is "who's awake and posting at the same time as you."
26.10.2024 08:28 — 👍 551 🔁 81 💬 16 📌 5A simple todo app written in Odin and Raylib github.com/GCodergr/tod... #odinlang #raylib #raygui #programming #coding
24.10.2024 16:28 — 👍 16 🔁 1 💬 0 📌 0i just opened bsky...
25.10.2024 14:06 — 👍 5 🔁 0 💬 2 📌 024 oct 2024
- working on improving the asset tooling
- loading sprites and animated sprites/spritesheets
- rect-packing the sprite rects into whatever many atlases is needed (WIP)
I didn't forget about you I just didn't have time to write a proper reply yet! I'll write it soon I promise:)
23.10.2024 20:38 — 👍 1 🔁 0 💬 0 📌 0very nice! I assume the orange color is from the sun light atmospheric scattering or something?
23.10.2024 08:01 — 👍 0 🔁 0 💬 1 📌 0I also occasionally make youtube devlogs about my game, this is the last one:
youtu.be/36y-eSX2Fvg?...