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itsdanott.bsky.social
o:tone
@itsdanott.bsky.social
making lofi games in custom engines
using odin-lang | c99 | c++
currently working on a dark medieval stealth game
Setting the motion quality of moving body to linear helped with the tunneling.

There are still issues with too many stacked bodies pushing each other through the ground but that's a rather unrealistic scenario in terms of gameplay.

Overall I'm really happy with Jolt already ❤️

#indiedev #gamedev
October 30, 2025 at 2:08 PM
It's still a lot work ahead, I need to adjust my asset data structures and there are some tunnelling issues. I suspect these might related to my update loop.

But all in all I really enjoyed the jolt integration so far - it worked almost flawless for both macOS and windows platforms.
October 30, 2025 at 12:09 PM
Today I started integrating github.com/jrouwe/JoltPhysics into the engine.

#solodev #indiedev #gamedev #ps1 #psx #customengine
October 30, 2025 at 4:02 AM
Improved consistency of quat→euler conversion for continuous editing in editor UI sliders:

Took a while and now uses a relatively robust Yaw-Pitch-Roll (YXZ) rotation order.

Still not perfect but good enough for now so I can tackle gizmo rotation next.

#indiedev #gamedev #psx #ps1 #customengine
October 21, 2025 at 11:44 PM
I finally switched to full quaternion based rotations for the entities in my engine
This step might seem trivial, but I was avoiding them for quite some time and kept using eulers angles
For now it only works in ui need to tackle the gizmo next!

Btw the new dagger came in handy as a testing object❤️
October 21, 2025 at 8:14 PM
Tonight's quick photobash modeling:
October 21, 2025 at 5:21 PM
Finally fixed the shadow map situation - now the maps are only re-rendered if anything has actually changed inside their frustum or if the light source itself was updated.

Also I worked on scaling and rotating entities via gizmo handles. Still pretty basic, but it's slowly getting there.

#indiedev
October 17, 2025 at 12:59 PM
Apparently, I added a shortcut for duplicating entities to the editor today.

#indiedev #gamedev
October 10, 2025 at 3:00 PM
So far I was happy that I didn't need to use Xcode on macOS as I could achieve everything via cmake.
But as RenderDoc isn't supported here I was curious to check out Xcode's Metal Profiling tools for the first time today.

A lot to grasp but I really like the matrix vibes of the drawcall visualizer
October 9, 2025 at 4:49 PM
Today I implemented triangle raycasting for mouse picking that takes the mesh entity's cull mode into account.

#gamedev #indiedev #customengine
October 7, 2025 at 1:57 PM
I'm super hyped - I just found out the editor works on the Steam Deck without any configuration thanks to Proton and SDL. And it runs smoothly - feels good❤️

#indiedev #gamedev #steamdeck
October 1, 2025 at 12:27 PM
#graphicsprogramming is amazing! Whenever you solve an issue two new beautiful issues open up to you❤️

I just split up rendering the point lights shadow maps over multiple frames which results in better performance but now I have to deal with self-shadowing of moving objects.

#indiedev #gamedev
September 23, 2025 at 11:44 AM
First time importing some more of my models in the engine's sdl_gpu iteration - can't wait to get back to making art after working on all this engine tech for so long.
#indiedev #gamedev
September 23, 2025 at 12:22 AM
Today I wired it all up - new pipeline based rendering and frustum culling for both shadow passes and camera view
September 22, 2025 at 9:34 PM
It's been a while since I've accidentally created an interesting rendering glitch like this one.
September 22, 2025 at 3:38 PM
A lot of invisible architectural work has been done in recent weeks. I finally have something visual to show again.
Here's a camera view frustum with AABB culling in action:
September 19, 2025 at 8:14 PM
Today's flythrough of the test level:
July 27, 2025 at 8:51 PM
I finally took some time again for #lowpoly character modeling.

it's defo refreshing after a focussing half a year+ on engine programming experimenting with different gfx APIs and languages.
July 26, 2025 at 10:29 AM
July 14, 2025 at 7:46 AM
First time that I generated shadow maps for alpha clipped meshes in my engine.
I made a little fishing net for testing these
July 11, 2025 at 6:33 PM
In this iteration of the engine I added gamepad support right in the first weeks - so I can already fly around the empty level - even in the editor.
July 11, 2025 at 2:03 PM
July 11, 2025 at 10:59 AM
Dithering + specular = ❤️
July 11, 2025 at 10:47 AM
I'm slowly porting the engine from OpenGL to SDL_GPU.

Today, I added point lights with Blinn-Phong shading and limited the number of active light sources based on distance.

For demonstration purposes, I configured a maximum of two active light sources in this vid 🚥🚥🚥
July 5, 2025 at 5:34 PM
new iteration - new gizmo handles.

This time I approached the gizmo with an even simpler solution that does not rely on plane raycasts but simply projects the screen space mouse input on the gizmo direction.

It's a nice starting point but I'll probably get back to plane raycasts later on..
July 4, 2025 at 10:08 AM