SΓ©bastien de Graffenried's Avatar

SΓ©bastien de Graffenried

@sebdegraff

Game dev, working on Terraformers terraformers-game.com Game jams, homemade game engine dev. Sometimes streaming on youtube: πŸ”΄ https://www.youtube.com/@seb_degraff/streams Also on mastodon: 🐘 http://mastodon.gamedev.place/@seb_degraff

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21.10.2024
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Latest posts by SΓ©bastien de Graffenried @sebdegraff

Another annoying situation to handle is when the disk is full. Couldn't get myself to implement a error message -> retry loop yet

10.03.2026 08:58 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

What does that mean? Do you write two identical save files?

10.03.2026 08:50 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
Preview
Metal Shader Debugging and Profiling - WWDC18 – VΓ­deos – Apple Developer Metal provides powerful tools for analyzing shader behavior and optimizing performance. Dive into troubleshooting vertex-stage problems...

(screenshots from that presentation developer.apple.com/br/videos/pl... )

08.03.2026 21:14 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Thank you! I was already reading through ;)
Thanks for sharing

08.03.2026 21:08 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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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.

08.03.2026 21:07 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

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

08.03.2026 20:24 πŸ‘ 0 πŸ” 0 πŸ’¬ 2 πŸ“Œ 0

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!

08.03.2026 20:20 πŸ‘ 5 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

This is fucking cazy, I love it!
Also the fact the wheels are made many small rigidbodies

26.02.2026 10:15 πŸ‘ 3 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

That's terrible. I hope the proposal doesn't come reality, good luck on fighting it if you do!

26.02.2026 09:53 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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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.

25.02.2026 07:54 πŸ‘ 26 πŸ” 2 πŸ’¬ 1 πŸ“Œ 0

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.

10.02.2026 09:53 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

beautiful! I love the movement

05.02.2026 10:41 πŸ‘ 1 πŸ” 0 πŸ’¬ 2 πŸ“Œ 0

I did it like this Terraformers too fwiw

04.02.2026 10:45 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

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?

03.02.2026 13:32 πŸ‘ 8 πŸ” 5 πŸ’¬ 5 πŸ“Œ 0
null program

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 – I often find them insightful. There are some vibe coders on there though, I think...

02.02.2026 11:32 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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#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

29.01.2026 17:09 πŸ‘ 7 πŸ” 2 πŸ’¬ 0 πŸ“Œ 0
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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?

27.01.2026 16:17 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

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?

27.01.2026 15:24 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
Preview
a black and white cartoon of a man holding a sign that says ' sickos ' . ALT: a black and white cartoon of a man holding a sign that says ' sickos ' .
24.01.2026 16:55 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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Investigating potential upgrades for my custom game engine's post-processing chain.

I’ve started by replacing the old threshold-based Bloom with a physically based downsample/upsample approach.

Source: lnkd.in/d6FGE9uW

#gamedev #screenshotsaturday #customgameengine #detisengine

24.01.2026 11:55 πŸ‘ 8 πŸ” 2 πŸ’¬ 0 πŸ“Œ 0
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when you ask me about my gdscript code

23.01.2026 04:50 πŸ‘ 221 πŸ” 14 πŸ’¬ 5 πŸ“Œ 0
My new game is about driving a 4x4 in a Furniture Store
My new game is about driving a 4x4 in a Furniture Store YouTube video by Walaber Entertainment

I green-screened myself into my new game to tell you all about my new game I’m such a nerd πŸ€“

My new game is about driving a 4x4 in a Furniture Store
youtu.be/NZUTvsWC60Q

17.01.2026 15:40 πŸ‘ 70 πŸ” 17 πŸ’¬ 2 πŸ“Œ 2

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.

16.01.2026 09:17 πŸ‘ 5 πŸ” 1 πŸ’¬ 0 πŸ“Œ 0
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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

13.01.2026 15:50 πŸ‘ 11 πŸ” 2 πŸ’¬ 0 πŸ“Œ 0

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 🌿

This remains way too fun to play around with πŸ˜…

#gamedev #unity3d #madewithunity

13.01.2026 18:44 πŸ‘ 58 πŸ” 7 πŸ’¬ 3 πŸ“Œ 1

That's quite different: you can view file and diffs on your own computer. Github issues are only on github, afaik

12.01.2026 11:12 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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John Carmack continues to be a giant disappointment. Romero is King of Doom Johns.

08.01.2026 11:31 πŸ‘ 506 πŸ” 62 πŸ’¬ 36 πŸ“Œ 63

Emscripten free web builds sounds nice! The emscripten sdk/toolchain is _big_

02.01.2026 11:14 πŸ‘ 4 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
Preview
GitHub - karl-zylinski/karl2d: Odin 2D game library. Beginner friendly and easy to modify. Odin 2D game library. Beginner friendly and easy to modify. - karl-zylinski/karl2d

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.

01.01.2026 22:49 πŸ‘ 209 πŸ” 21 πŸ’¬ 11 πŸ“Œ 0
steam review

steam review

access denied

access denied

for the life of me… how is:
β€œcringe game. made by a liar…” and bringing up my r*pist an acceptable review for a game that a moderator cleared??
i tried to flag it again but it won’t let me.
steam reviews that are personal attacks, and not at all about the game, are ok? how?
#GameDev #Steam

31.12.2025 10:19 πŸ‘ 140 πŸ” 51 πŸ’¬ 8 πŸ“Œ 7