Another annoying situation to handle is when the disk is full. Couldn't get myself to implement a error message -> retry loop yet
@sebdegraff
Game dev, working on Terraformers terraformers-game.com Game jams, homemade game engine dev. Sometimes streaming on youtube: π΄ https://www.youtube.com/@seb_degraff/streams Also on mastodon: π http://mastodon.gamedev.place/@seb_degraff
Another annoying situation to handle is when the disk is full. Couldn't get myself to implement a error message -> retry loop yet
What does that mean? Do you write two identical save files?
(screenshots from that presentation developer.apple.com/br/videos/pl... )
Thank you! I was already reading through ;)
Thanks for sharing
Well... I guess since I'm developing on mac, I could use xcode which has absolutely _savage_ shader debugging tooling.
But still, something cross platform and integrated to the engine would be nice.
Now I kind of want to make something similar that would work with sokol and the sokol shader compiler, so it can be used from C and other languages. Would be a neat feature to have in a custom engine
That seems incredibly useful!
Always thought it was cumbersome to debug shaders by "returning" intermediary values. But a shader graph is not ideal either, I prefer code. This might be the best of both worlds!
This is fucking cazy, I love it!
Also the fact the wheels are made many small rigidbodies
That's terrible. I hope the proposal doesn't come reality, good luck on fighting it if you do!
Last weekend I refined the scene tree view in Workbench. I used the drag & drop support in dear imgui to implement DAG reordering and reparenting, plus renaming. Custom behavior and drop region draw to show where the node would be inserted, and display where and why it cannot.
Good stuff!
I can imagine the sample being useful also while developing to check how to archive a particular effect, e.g. to replicate photoshops blend modes.
beautiful! I love the movement
I did it like this Terraformers too fwiw
Is there a good online community (discord or whatever) for disussing specifically C programming (and only C programming), without being centered around a specific codebase? And to be precise, hand coded C, not AI generated or vibe coded. Got any tips for such spaces?
I don't know of one, but I'm interested.
A C programmer I like is chris wellons (nullprogram.com), and he often posts on the C programming reddit. I sometimes go there just to lurk his posts and replies β I often find them insightful. There are some vibe coders on there though, I think...
#GGJ25 has started on Monday already, but I'll start working on it now... Not a very original idea I have, but I like the idea :)
Testing out the engine of @sebdegraff.bsky.social
#gamedev
Impressive! I would have sweared it was lightmapped to some extent.
Now that you've explained think I can see the fill light near the window. And the occlusion behind the table, is that screen space AO? Or fill light casting a well-filtered shadow?
It looks very good! And that scene looks rather cozy too.
I'm curious of your lightmapping setup (if any). Do you bake them in-engine?
Investigating potential upgrades for my custom game engine's post-processing chain.
Iβve started by replacing the old threshold-based Bloom with a physically based downsample/upsample approach.
Source: lnkd.in/d6FGE9uW
#gamedev #screenshotsaturday #customgameengine #detisengine
when you ask me about my gdscript code
I green-screened myself into my new game to tell you all about my new game Iβm such a nerd π€
My new game is about driving a 4x4 in a Furniture Store
youtu.be/NZUTvsWC60Q
Eike is killing it over there!
I'm impressed at how little time he took to implement a very functional animation tool. In good old C, using raylib.
Nice short devlog too; made using the tool he built for the tuto.
Took me around 1 day to rework this tool to support keyframes per attribute instead of one keyframe for all attributes. Now ... back to what I wanted to start yesterday: Serializing the animations by their predefined types and allow using them in tutorial steps.
#gamedev #indiedev #solodev #raylib
Some better materials, proper branch scaling, more options for leaf placement, optional removal of the branch or the leaf submesh and various tech and visual improvements in general πΏ
This remains way too fun to play around with π
#gamedev #unity3d #madewithunity
That's quite different: you can view file and diffs on your own computer. Github issues are only on github, afaik
John Carmack continues to be a giant disappointment. Romero is King of Doom Johns.
Emscripten free web builds sounds nice! The emscripten sdk/toolchain is _big_
A first beta of my 2D game library Karl2D is now available: github.com/karl-zylinsk...
It's raylib-like, written in Odin, has emscripten-free web builds and easy to modify.
steam review
access denied
for the life of me⦠how is:
βcringe game. made by a liarβ¦β and bringing up my r*pist an acceptable review for a game that a moderator cleared??
i tried to flag it again but it wonβt let me.
steam reviews that are personal attacks, and not at all about the game, are ok? how?
#GameDev #Steam