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sebdegraff.bsky.social
Game dev, working on Terraformers terraformers-game.com Game jams, homemade game engine dev. Sometimes streaming on youtube: 🔴 https://www.youtube.com/@seb_degraff/streams Also on mastodon: 🐘 http://mastodon.gamedev.place/@seb_degraff
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Don't mind me, just testing out cross posting to mastodon and bluesky with bsky.statuzer.com

Finally managed to implement volumetric fog! Done with sokol_gfx.h, which recently got compute shader support. Thanks @flohofwoe.bsky.social!

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...)

Unity AI showcase on the official unity's channel "It shouldn't give you copyrighted materials" "There are some guardrails" "hey look I made mickey mouse" "i tried to generate pokemons lol" "but you should not put this in your game haha"

First huge refactor towards implementing stockpiles finished: now resources entities can exist in "piles" instead of one by one. That required a +600 -400 total diff 😅

guys I just tried Vibe Coding and I think we are not ready for what's coming...

Made a custom test tool for my compiler that runs all the tests for all the platforms and generates a matrix report. I've got like 30 tests on 5 different platforms already, so it'll only get worse without some automation.

programming: 1 - This works great 2 - What do you mean it doesn't? Let me check 3 - It should work the code is perfect 4 - Wait 5 - How did this ever work??? 6 - Ok now it works great repeat

I love stumbling on comments my past self wrote while pondering api design decision! Sometimes I append an update to the comment, leaving the original comment so it's possible to understand the reasoning that led to a particular decision

Interesting breakdown of CS2 rendering! (It's about more than just water lower in the thread.) It is using relatively simple techniques and looks really good with the right art style. I think a pipeline similar to this could be an attainable goal for small teams with custom engines

Short post on an issue with backtrace() on macos sebdegraff.com/posts/short_...

Streaming some engine dev with Eike (trying to integrate his animation tool in my engine) www.youtube.com/watch?v=zhEH...

I just published the bidi text stuff I have been working the past months. It's called Skribidi (because all text and font related things need funny name for some reason). github.com/memononen/Sk...

✨GAME RELEASE ✨ After three years in the making, our cozy, nostalgic puzzle adventure, Projected Dreams, is out now on Steam and 10% OFF!! 🔦 Recreate shadow silhouettes 🧸 Solve puzzles in multiple ways ✨ Listen to relaxing soundtracks #IndieGame #IndieGameDev

My Global Variables Rant

Atlas shelf-packer goes... pfffft :( I remember having the same issue way back then in font stash.

I've been making video games in some form for 20 years, so I wrote an article about my process - and why I don't use an engine. noelberry.ca/posts/making...

Fun fact: stb_voxel_render was a real, legitimate, stb library that I worked hard to make usable by April 1st, but that I expected had low odds that anyone would ever actually use. But sometimes you have to go the whole mile for the joke (hi @tomvii.bsky.social ). Plus MAYBE somebody would use it.

Wrote a blog post that explains why it felt like Odin was "made for me". zylinski.se/posts/a-prog...

the problem is her bank account will be infused with a fuckload of money from the upcoming TV series

Wrote a blog post about "no-engine gamedev" -- About creating video games without a big game engine, while also being productive and having fun! zylinski.se/posts/no-eng...

alright, I think this is pretty cool.