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Programming games for fun and 3D modeling software for work. Trans rights are human rights.
Making a Thief-like Rogue-like for #7drl in Godot, character controller's finally working. Time to add guards, some gadgets, and then design rooms and more gadgets until time runs out ferris_happy
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Descriptor management refactors are a good source of fun screenshots.
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When the shaders glitch out just right nichiok
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Writing a voxel ray tracing thing, and I gotta say, the first visible voxels came out looking pretty great.
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Planning on merging some changes I made last summer to my renderer and came across my biggest Vulkan oopsie so far: not checking the max descriptor counts for all the descriptors, not just textures. Turns out, uniform buffers may be in short supply!

This was a very unfortunate bug, since it didn't happen on an integrated Intel GPU, nor a high end AMD GPU, so I just kind of assumed that it would work on everything inbetween. It didn't, the GTX 1060 has a limit of 15!
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Polished up the gamepad viewer program over the rest of the weekend and today, and now it's a nice tool I'll just have around. I should do more small projects like this.

Here's the repo with all the binaries in the Releases tab for the interested: https://git.neon.moe/neon/gamepad-viewer
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Been thinking about writing a small SDL-based gamepad viewer program, so I can see if SDL sees all my controllers properly, and to try out the SDL controller APIs. Made it today as a nice weekend project, and it does!

(Also lol, my DS2 and Switch Pro controllers are drifting pretty bad.)
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Finished the #gamedev course I've been working a week ago, and today I put it on itch! https://nc.itch.io/abyssal-fortress

It's definitely a WIP, but I'm proud of finally making an FPS where I've written the entire engine.

Here's a fun little trailer I made for the course requirements (warning for kinda loud music):
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Tfw the bug is almost funny enough to count as an easter egg. #gamedev
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I've also been working on a boomer shooter! Doesn't look like much yet, but I've been enjoying learning Trenchbroom and writing an engine that uses .map files for maps.

As is tradition in video games, this one starts with the player escaping from jail.
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Hell yeah, finally took another swing at animations in my renderer, and now it's working. I just implemented the last todo I had written, and that fixed it. #gamedev
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Seems that whatever postgres does when favoriting a post is really fragmented on the disk for some reason. This is what a fav sounds like, recorded on top of my postgres server (mind the fan noise):

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Huh. Pleroma seems kinda fine now, it did settle after a day.

Anyway, got myself some ram and hdds, going to move the db to the new beefy server, hopefully finally resulting in this rpi not having to swap all the time.
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@pounce Well you know, there's the good and the bad. On one hand, the favicon is now readable with a light theme, and the version number is higher.

On the other, I'm going server parts shopping today, I don't think the Raspberry can handle Pleroma *and* Postgres anymore, though I would guess that is more related to the Raspberry's SD card degrading than updated Pleroma behaviour.
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@BlizzieM Ehkä tän muuttaminen vaikuttas? En ole kyllä käyttänyt unrealin navigaatiosysteemiä koskaan, kunhan ideoin.
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Incredible how many ways rendering skinned meshes can go wrong. I didn't think there was much that could go wrong with animating meshes, but turns out, there's many many things. #gamedev

Super cute smol ame model source: https://sketchfab.com/3d-models/smol-ame-in-an-upcycled-terrarium-hololiveen-490cecc249d242188fda5ad3160a4b24
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The M.2 A+E -> PCIe adapter arrived today! Works great, though plugging the antennas into the Intel AX200 was a bit fiddly (the socket is 1.5mm, tiny).

So now my I can use my PS5 controller wirelessly, which is nice. Can't feel any additional latency at 60 fps either. Bluetooth 5.0 seems pretty good?
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After months of not working on the renderer and doing very invisible refactors, I’ve written something that I can post screenshots of: alpha-to-coverage! That’s right, my renderer now makes use of bleeding edge technology (from 2007).

Screenshots:

  1. no transparency,
  2. pixels with less than 0.5 alpha discarded,
  3. alpha converted into coverage: for 8x MSAA, the alpha value of the leaf texture at a point decides how many of the 8 “samples” for each pixel is considered to be touching the leaf texture. The rest of the “samples” end up being of the stuff behind the leaves, so the final average of the samples is a nice anti-aliased pixel with an appropriate amount of leafy green on a grey background.
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Actually incredible how much smoother and faster emacs feels once it's actually animated at 144 Hz.
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