Thanks! I'll try it :)
Thanks! I'll try it :)
difficult song ๐ฎโ๐จ๐ฎโ๐จ (Way of the Warrior feat. mc. Mota)
#gamedev #rhythm #procedural #indiedev
Collect beats and notes in this small experimental game I made with my homebrew engine. Steam page soon ๐ค
#gamedev #indiedev #screenshotsaturday #procedural #procgen
youtu.be/i2ofY789yCo
love it๐คฉ
An armada of android assemblers hover menacingly above the landscape (sound on). youtu.be/gPQmJBRGnIk #procgen #solodev #indiedev #scifi #wandersim #arcadeshooter #flightsim
Saturday vibin with my engine ๐ช Should I pursue this?
(pls Justice dont sue me, i โค๏ธ you)
#screenshotsaturday #audio #game #indiedev #gamedev
We are so back! ๐ Doing C++ on Arch + Nvim #archlinux #hyprland
Congrats man!
The render graph can be customized by adding custom render passes to different stages (i.e. background, opaque, transparent).
Asset manager hot-reloads shaders and other resources on change. Generated assets, shaders, textures etc. all reside in the assetmgr and referenced from there.
Alright, 10 days after spinning the cube I have built a multi-pass render graph system that is completely data-driven :) Visuals aren't the most exciting to look at yet but I'm proud of the architectureโจ #gamedev #indiedev #sdl3 #icosphere
Here is a cube, from my renderer to you๐ #gamedev #indiedev
This is against all common advice that "you should just focus on the game" but I like having an "engine" that I fully understand and boots up in under a second :)
colored triangle rendered with SDL3 GPU API
First triangle with SDL3 GPU! Took a long time to develop a GPU API abstraction layer and implementing the first backend with SDL. The idea is to implement platform specific devices (Vulkan, DX12) if need be (i.e. raytracing, compute). Finally a bit more comfortable with modern gpu APIs ๐ #gamedev
Our surreal video game mixtape Overlook Trail is now available on Steam; Come and get it! ๐น๏ธ๐๐๏ธ๐พ๐ชท๐คโค๏ธ๐๐ฅฆ๐ญ๐ถ
store.steampowered.com/app/817800/O...
๐
Simulating the rich world on a dedicated server is more of a bottleneck than bandwidth imho. We had to constantly optimize server-side gameplay code on TheDivision1/2 to maintain a good experience, bandwidth was seldom an issue.
CLion IDE with C++ code on a MacBook Air
I also switched to a MacBook Air M3 for development and absolutely loving it! ๐
Miro mindmap showing the rough plan for implementing an HTN planner.
HTN planner in my custom framework
The big one was AI players :) I am a network/multiplayer programmer by profession, so this was uncharted territory for me. I discovered the "HTN Planner" and started hacking away. The idea is to have a system where a designer can build NPC behavior with node system. #gamedev #htnplanner
Order book table for a local market in a tycoon game
Miro mindmap showing a cut feature, items are redacted
First was an "order system" which tracked all supply and demand, this proved to be way too complicated and didn't bring a whole lot of depth or feeling of fun so I had to kill it.
It's been a month since my last update so I want to leave a log entry here :) I've been working hard on the project, specifically two items from the Miro board took a lot of time.
Looks amazing! ๐คฉ
Miro mind mapping for game design ftw! Now I just need to implement all of this ๐ #gamedesign
I โค๏ธ SDL
Thank you so much! โบ๏ธ Iโll share more frequently ๐ค
Some progress on my space strategy/trading game, where you create industry, establish trade routes and influence population with a simple supply/demand system. Planets deep-fold.itch.io/pixel-planet... ๐ Awesome icons from @dgbaumgart.bsky.social ๐
#gamedev #screenshotsaturday #spacegame #indiegame
Just realized before going on stage last night that 5th of January was my 10th year in Malmรถ ๐ฅฒ
I moved from Istanbul for work, made a lot of good friends, had tons of fun, some tough days too but wouldnโt change anything at all. Hereโs to a great 2025 and 10 more!๐ธ๐พ #gottnyttรฅr #godfortsรคttning
ouff Cool Spot ๐ loved the look of that game haha
This was just an initial start to explore and develop into what I have in mind. I also constrained myself to a simple custom framework with SDL2, entt, C++. Just simple shapes and (somewhat) nice text rendering :)
Goods are represented by colors (there is only 4 of them). Node color shows what that system produces, the hovering box shows what it needs. The player collects and drops off and gains fuel.