That man breaks!
That man breaks!
Did some polish on the UI.
Windows now support smooth scrolling and clipping, buttons look more like buttons now and just look at that silly little price tag animation
#indiedev #gamedev #incrementalgame #indiegame
Compression is not doing it justice but my subpixel anti-aliased GPU text renderer is now working pretty well.
Supports colored text and backgrounds and I was able to get rid of all visible artifacts.
Was quite annoying to figure out sub-pixel bugs...
My new blog post is about my experience developing 'from scratch' software for real users and how easy it is to forget basic functionality when it is not handled for you by a framework anymore.
Functionality that users take for granted and expect to work.
alek-tron.com/AppChecklist...
Working a bit on the visuals of my game.
Tried Magicavoxel for modeling the drones and satellites. Not my strong suit but it certainly looks better than the placeholders from before.
The lasers also have some actual sprites now.
#gamdev #indiedev #odinlang #voxels
Implemented a prototype voxel renderer and I'm already quite happy with the result.
Unfortunately I can't use MSAA for anti-aliasing anymore so edges are a bit ugly at the moment...
#gamedev #indiedev
Some UI work
Currently redesigning my old game into an Incremental Game. Video compression is not happy about it.
#gamedev #indiedev #odinlang #incrementalgame
Gut dass wir noch jung sind, aber das sieht mir nach ner echt schwierigen Badewanne fürs hohe Alter aus 😅
My 'Dear Imgui' Odin backends are finished (for now).
Supports Windows as platform with D3D11, OpenGL 3.3 and a very much experimental software rasterizer for rendering:
github.com/alektron/img...
@ocornut.bsky.social @gingerbill.org
Imgui Odin backends now also include an OpenGL renderer in addition to DirectX and the software rasterizer:
github.com/alektron/img...
#imgui #dearimgui #odin
lol, was :D
Now also features an experimental software rasterizer.
#imgui #dearimgui #odinlang
I wrote a custom Dear ImGui backend for Windows/DirectX in Odin. With thin abstraction layer to allow easy extension for more platforms/renderers:
github.com/alektron/img...
#imgui #DearImGui #Odin #Odinlang
A whitewashed pub wall, with mortar standing proud of the stones.
When I found a pub with an inverted normal map. (If you understand what this means, you have to repost.)
Just yesterday I was thinking about the fact that I've never seen you give any talks. Funny coincidence.
Why use ImGui::Button() when ImGui::GetWindowDrawList() is right there, amirite?
I keep reading that but so far every medium article I've ever read was just... not behind a paywall?
Am I using medium wrong? Is the paywall optional and up to the author? Because then it would be fine I guess.
The font changes caused a surge of new issues I assume?
dear imgui 1.92 released!
github.com/ocornut/imgu...
New protocol for backends to create/update textures, with support for 13 renderers. Dynamic font scaling. Dozens of font/atlas related changes. Dozens of other changes. Expect some turbulence.
(misc video from January...)
Super minimal profiler + flame graph for DearImGui (~100 LOC):
alek-tron.com/FlameGraph/f...
Can be trivially adjusted for other UI systems and languages due to its simplicity.
#imgui
Currently working on a native version of DXF Explorer (dxf-explorer.com)
It opens DXF files with millions of entries in milliseconds, filters them in realtime and comes as a single executable file.
I just recently wrote a little game from scratch in just ~3200 LOC. It's up on GitHub as a learning resource:
github.com/alektron/Chu...
"Why am I fighting this thing daily for what essentially becomes a glorified asset loader"
Works well with what always like to say about big engines:
Their biggest 'benefit' is platform independence, especially in regards to rendering APIs. Everything else is just in the way.
Creating a Windows window with custom title bar is for some reason much harder than it should be.
Here is my method to achieve it which is simpler than other solutions I've found online, yet covers most edge cases AFAIK:
alek-tron.com/borderless/b...
Are the gizmos and indicators drawn in screen space? Looks very nice
The predicted trajectory of a spaceship in an N-Body system visualized in realtime. Multiple trajectories with different timesteps are calculated in parallel which results in this chaotic shape until it converges to the calculations with the lowest timestep.
#gamdev #graphics #space
Got my old space sim project running again and might implement some new ideas I've been having...