Chris
yinko.net
Chris
@yinko.net
Nobody liked my bird so now I drew a little dude

Gun is multishot tracking bullets

#gamedev #indiedev
December 18, 2025 at 7:09 AM
And this is what it looks like from the other side.

GGPO and probably all modern games will intentionally stall the player on the right to match, but there definitely is something exploitable when you give the laggier player a better experience.
December 17, 2025 at 2:44 AM
Something I discovered about rollback networking is that, counterintuitively, the laggier player has an advantage over their opponent. I put in a lag switch that stalls my game for a frame each time I press it, and notice the other player's view of my character degrading
December 17, 2025 at 2:44 AM
To celebrate the release of DK Bananza I added fully destructible terrain to my game
September 30, 2025 at 12:25 AM
Yep! I'm writing it in zig using SDL.
July 9, 2025 at 5:54 PM
Shadows are looking pretty nice!

#ziglang #gamedev #indiedev
July 3, 2025 at 3:18 AM
bonus: a shotgun that fires bullets that shoot shotgun lasers
June 25, 2025 at 11:53 PM
I added a shotgunizer to my game, which turns any bullet you fire into a shotgun - even another shotgun...

#zig #ziglang #gamedev #indiedev
June 25, 2025 at 11:48 PM
I was busy for a couple months moving (twice) but here's a clip of the laser beam I added to the game!

#zig #ziglang #gamedev #indiegamedev
May 30, 2025 at 12:50 AM
Sure, here's a link to the file in my game engine.

github.com/christopherl...
hyoga/modules/lib/src/skip_map.zig at main · christopherliu830/hyoga
Contribute to christopherliu830/hyoga development by creating an account on GitHub.
github.com
February 26, 2025 at 11:39 AM
Thanks, it's the best I can do 😅
February 6, 2025 at 4:07 PM
Game progress, featuring bird + meatballs

#zig #ziglang #gamedev #indiegamedev
February 6, 2025 at 2:37 AM
This week I added a game object system with components (health bars, bullets, player, enemy), collision, and level loading. It's finally starting to get somewhere haha

#zig #ziglang #gamedev #indiegamedev
February 4, 2025 at 12:56 PM
Plus, it's very easy to use any C libraries from zig, so there's nothing stopping someone from using Raylib. Part of this project is also me wanting to experiment a little.
January 27, 2025 at 12:42 AM
My engine code is on Github at github.com/christopherl...
I wanted to make a game using code (so no editors like Unreal, Unity, Godot) and C++ felt too complex - I would've went with C but zig is a lot like C with some modern features. Plus the zig build system is miles better than Cmake😅
GitHub - christopherliu830/hyoga
Contribute to christopherliu830/hyoga development by creating an account on GitHub.
github.com
January 27, 2025 at 12:35 AM
I'm using SDL for the input and window management, everything else is from scratch 🥲
January 26, 2025 at 11:43 PM
Yep, zig is a programming language like C or C++, I'm using it to write a game engine from scratch and been having a lot of fun with it!
January 26, 2025 at 12:48 PM
I added box2d so I can send Braid guy into the void with extra realism

#zig #ziglang #gamedev
January 26, 2025 at 11:44 AM
Sprites are in!

#ziglang #zig
January 24, 2025 at 1:38 PM
In these past few weeks I implemented screenToWorldRay, an input system, entities, and post-process outlines. Hopefully I can start doing actual game stuff soon...

#zig #ziglang
January 19, 2025 at 2:24 PM
Me after 200 commits: got a lot done today :)
The commits:
- rename lib to Lib
- rename Lib to Library
- rename Library to library
- delete library
- readd library
- rename library to lib
...
January 8, 2025 at 6:33 AM
If you have a lot of shared libraries or generated files coming from a package that you'd like to use in your main zig package, here's how you can copy them using zigs dependency API.

chrislx.com/posts/how-to...

#zig #ziglang
How to copy files from dependencies to your zig application
Using namedWriteFiles
chrislx.com
December 22, 2024 at 8:29 AM
Hot reloading for my game engine in #zig #ziglang
December 11, 2024 at 5:49 PM
working on writing a zig version of plf::colony makes me realize just how unreadable C++ template code is 🤢 what is this
December 1, 2024 at 4:04 AM
My handle doesn't work
November 30, 2024 at 4:04 PM