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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
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
#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
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
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
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