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Programming games for fun and 3D modeling software for work. Trans rights are human rights.
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If you've got a personal website where you blog, share your learnings, or do other cool stuff, drop it in this thread.

It doesn't even need to be software development specific (but if it's not, mention the theme in your reply)

The open web of "people doing cool stuff" is something worth reclaiming.

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@skillstopractice https://blog.neon.moe I don't post that often unfortunately. I write a lot of half-finished posts, so I have some WIPs in the queue, but I rarely get the impulse to finish those...
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@Ronflaix Do weights need that much precision? I had pretty simple animations the last time I was testing it, so I might've been a bit too fast and loose with the packing, but my last renderer used rgba8 for both indices and weights to at least mild success (= it seemed to work).
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@zeux Sourcehut (https://sr.ht) feels less social than GitHub for sure, and is hosted (or self-hostable, but not too trivially to my understanding).
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it saw another windows aero theme for kde. that's cute but it thinks gnome also deserves some love too

anyways here's a gnome desktop composited by the real aero dwm.exe from win7

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I fixed x86 tail calls in LLVM

https://github.com/llvm/llvm-project/pull/168956

Tail calls passing structs had been broken since forever, and it made me mad enough to write C++.

It's a little tricky because sometimes it requires shuffling values around on the stack and you have to make sure to not overwrite values you'll need later. This was fixed in the arm backend a while ago, and I was able to port that approach to the x86 backend. The plan is to include this in LLVM 22.

Together with some other changes it seems like guaranteed tail calls in rust might actually, finally happen.

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This is a false dichotomy, but I think it's interesting how both have similar traits in being pretty well supported by mainstream platforms, but the only one was originally intended to have multiple implementations (well, maybe not, I guess the web is sort of like Google's Windows).
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If you were to pick an ABI/platform which everyone would need to just deal with and emulate/implement themselves (if they don't use the corpo version), which one would be better, wasm + web APIs, or x86 + win32?
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Sebastian Aaltonen finally finished his "No Graphics API" blog post! Which ends with a graphics API of course :) But it is like 150 lines of "API surface". Pretty cool. https://www.sebastianaaltonen.com/blog/no-graphics-api

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It's what you've been waiting for! It's time again for your Owncast Wrapped!

Number of hours you've streamed this year:
- It'd be creepy if I knew this

Content you've streamed the most this year:
- That's impossible for me to know

You're in the <I have no idea> percentage of top streamers.

Hours you've spent watching live streams this year:
- Who am I, your mom?

The streamer you've spent the most time watching:
- Nobody should know this about you

Wow, so great! See you in 2026!

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So, “Order of the Sinking Star” by Thekla was just announced, which takes several small free games (two of which are mine) and gives them a major graphical upgrade and mashes up their rulesets. I haven’t been very involved but it’s a great concept and looks cool.

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@Triplefox Nice! I can see it being not really applicable to some weirder or technically complex designs, but I'll definitely try it out the next time I make something.
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"Fake-screen it until you make it" https://charlesboury.fr/articles/fake-screen-it.html

Some adjacent thoughts: considering fake screens from a more general (non-art-specific) view, you could lay out an entire game and its main mechanics and flow within the first 30 minutes of development, by making fake screens for each distinct state of the game, maybe as a presentation so you'd be able to click through the game states. Then you could sort of "draw the rest of the owl" by "implementing" each fake screen, while keeping the game "playable" from start to finish from the beginning. At least I'd see this as useful for jams. Might help in making the scope of the game more intuitive?
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@jds I think Trenchbroom is the best one for extruding faces and moving vertices around aside from Blender, Blender really has ended up being *the* tool for 3, for better and worse. I've also considered https://crocotile3d.com/ but haven't actually tried it.
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Edited 6 months ago

Recent discussion about the perils of doors in gamedev reminded me of a bug caused by a door in a game you may have heard of called "Half Life 2". Are you sitting comfortably? Then I shall begin.

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New blog post! In "Billions of triangles in minutes" we'll walk through hierarchical cluster level of detail generation of, well, billions of triangles in minutes. Retoots welcome!

https://zeux.io/2025/09/30/billions-of-triangles-in-minutes/

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Edited 9 months ago

paperskull casually dropping 🔥 for today. Very cool and obfuscated Roguelike about being a beautiful skeleton. https://www.lexaloffle.com/bbs/?pid=172526#p

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google product mention
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Unsure why I didn't start doing this when I learned that youtube has RSS feeds, but I added some channels' feeds to my reader today. The RSS entries are pretty nice. Normal videos and shorts being mixed up in the same feed is a little annoying.

Seems good for channels whose videos I really don't want to miss, since my sub box is more of an endless pile of stuff to watch, much like my fedi follows. Should probably start curating my feeds a bit more.
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first i had to verify i'm human to go online, now i have to verify i'm old. will the indignities never end.

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