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ferociousduck.bsky.social
Edamame fueled coding machine Part of @phobiagamestudio.bsky.social
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Still lot to do, but at least got ImGui running on new rendering backend.

AAA gaming needs to reinvent itself and become more sustainable. It’s not like market for AAA games will suddenly disappear, it’s out there hungry for good games. Execs must understand that firing people left and right won’t provide anything good in long term.

Those modern GPU pipelines are so tedious to set up. So many steps just to render simple quad. All SDL GPU API examples are written in C so I'm considering open sourcing my C++ abstractions over it, maybe I'll make someones life easier. But TBH I always feel shy to share my code with others

So it looks like I need to rethink EVERYTHING. Even texture loading differs a lot. I thought having a high level interface and only changing underlying implementation will suffice, but architectural requirements break all that stuff. I’m glad that I decided to make that change now not at later stage

Decided to switch to more low level SDL GPU API instead of using provided SDL 2D renderer which means redesigning whole engine architecture around rendering. Thought I can get away from this for a while, but after research it looks like it's better to do this sooner than later.

I want to dump all virtual inheritance, but I don’t want to do ECS. Basically I need something generic to store objects data and call update and draw on them. Ofc behaviour will vary depending on the object but data remains the same. Should I go for std::variant? @hanicka.net @rollbear.bsky.social ?

Hi #screenshotsaturday, I’m making SDL based, small little engine tuned to the game I want to make. If you see this post, engage with it somehow, it helps me a lot staying motivated and I’m looking forward to connect with other devs.

One of the reason I've started sharing my work on engine is that it will be harder for me to abandon project. Unfortunately I feel how initial enthusiasm starts to be wearing off and having ADHD doesn't help. I'm trying to make at least one commit every day even if it's a minor change.

Nothing new to show as some refactoring and bugfixing work required. Editor class starts to be huge and has too many state variables, but I don't really have idea how to structure it better yet. It will quickly become unmantainable at this pace.

Another day, another feature. Object browser, selecting/deselecting placed objects, moving stuff around. Still rough on UX side but getting somewhere with basic editor functionality. #indiedev #gamedev

WTF just learned that C++ doesn't have built-in case insensitive string comparison until C++23. Unfortunately I'm rather stuck with C++17 since consoles are always much behind with standard implementation. Though to be fair I haven't checked lately how Sony/Nintendo are on track with current C++

Don't know how, but I'm constantly breaking snap to grid feature in my engine. I'm fixing it like 3rd time already. It works mostly fine until I start zooming. Last time I spent few hours trying to fix all screen to world and world to screen coordinates while zooming. It's just cursed I guess.

2D engine update: importing animations from aseprite files - DONE displaying animations in editor view - DONE Some quality of life improvements in the editor next and then level serialization probably #indiedev #gamedev

Ok, sharing current state of 2D engine. Base for tilemap editor, pixel perfect rendering (on/off), splitting aseprite files into layers and creating parallaxes from it. Next step animated sprites also directly imported from aseprite file #indiedev #gamedev

BTW ragdolls are finally ragdolling #gamedev #indiedev

Fuck corporate game dev. I’m more than happy that I’m past my AAA era