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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: ๐Ÿ”ด https://www.youtube.com/@seb_degraff/streams Also on mastodon: ๐Ÿ˜ http://mastodon.gamedev.place/@seb_degraff
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Nice improvement! And it seems it works quite well with the physics too
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The weekly stream with Eike is now! We'll continue working on the pong game, maybe even experiment with multiplayer networking www.youtube.com/watch?v=vZYL...
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Oh boyโ€ฆ maybe some antivirus process is interfering?
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Can confirm, it's cooked :D
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If coworking spaces are too much interactions, renting a small-ish office space with other gamedevs or creatives that you know could be an alternative? Iโ€™m in this situation and would recommend. I donโ€™t interact much and am usually alone in my room, but having the lunch break with the others helps!
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Continuing the discussion and engine tryout with Eike, live on youtube in a few minutes youtube.com/live/oCFVXJc...
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I was pretty tired but still managed to get some nice tongue-based movement going on! Sound on for squishy noises :) #indiedev
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0.5s seems quite slow for an empty window, profiling it might reveal the cause. When you know the cause you can take action! In my case I'm using sokol_app.h instead of something like SDL, but I don't think it should matter much. I also use C which might helps keep the runtime bloat away
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yeeeep
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thank you!
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Indeed! Years of waiting 10-20 secs for unity to go into playmode made me allergic to anything more than 500ms of delay after a change. I'll do whatever it takes to keep it down as the projects grow
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Sorry for the nerd snipe! Call me when it's working ๐Ÿ˜ˆ
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Oh well ๐Ÿ˜”
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It says it uses the xcc compiler which I had not heard about. I'm also interested in this because at some point I'd love to have interactive documentation for my engine, and it would be so cool if you could edit a snippet of code and see the result of you changes live!
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I was only semi-serious, I'm sure that's yet another rabbit hole that could eat up a lot of time. But I still quickly googled "C wasm playground" and found this which looks interesting thomasmueller.github.io/bau-lang/was...
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That super cool, with error highlights and all. Great job! Live edit C code on the page when? :D
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oh boy. How much longer still? Worst case you can still try to get into the civil service, I think. Might undercut the possibility that they make you sergeant
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I see, it indeed looks quite smooth. I'll give it a try, thanks for the tip
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Color names are pretty cool! If only to quickly distinguish references to colors. Did you use a database of color names? Also, what do you mean by "a few smoothsteps here and there", did you do some massaging of how the colors are interpolated in the triangle and circle?
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Most people do a triangle, but not you. You went straight for the square!
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Or the very high pitch sound (that I'm starting to not hear anymore ๐Ÿ˜…)
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at some point I'd like to make my own version of stb_ds.h, using a style closer to Chris (nullprogram.com) and with arenas in mind. I don't think I'll go full on passing arenas as function params for everything, but I'd like to try it and maybe leave the option to do it for some things
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possible. I didn't know much about arenas when I started, so I only have a single temporary arena that I reset every frame. I use it to return strings or arrays from utility functions, and copy the result if it needs to persist beyond the frame boundary (rare in practice). I'm happy with this, but \
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Yeah I see what you mean. I'd say if your current setup works, keep it until you feel the need to change. I currently use stb_ds.h which provides "stretchy buffers" and hashmaps. It uses malloc/realloc/free which I don't love, but it works. I try to use fixed C arrays and static allocations when \
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these animations are sooo juicy!
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Finally I could trim individual sprites transparent borders and pack them in an atlas. I could compress the atlas to a GPU block format, but I'm afraid it would deteriorate the pixel art too much
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I see my teammate also added variations of some sprites that are flipped horizontally and vertically. He had to do that because my editor didn't support flipping sprites. I could add that and save some spaceLis
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I think transparent gradients don't play nice with the QOI format I'm using right now. But the underlying problem is of course these images are big. Perhaps adding an option to reduce the resolution of some sprites while retaining their visual size would be good
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I could try to compress audio a bit more and see if it's acceptable. Then there are big bitmaps, I quickly added a visualization of disk size to my asset window (orange bar & last number). The worst offender are large gradients that my artist teammate added for backgrounds [...]
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Enabling dead code elimination saved 150k out of the 1.1 MB windows exe. Could probably be more if I excluded the level editor from release build, but I'd like to leave them in for people to try. The biggest part is probably audio, I have 2.1 MB worth of vorbis audio files
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Thank you Mauricio!! Right back at you ๐Ÿซถ
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Ah my bad, postscript isn't pdf. For some reason I thought pdf was based on PS
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Maybe karl needs only a small subset of that spec. I'd imagine that if you can position and style text, you're already halfway there. Granted, I've never looked at postscript, might be complex to do even only that