@jason.today
I made my first game dev YouTube video about a game I made. youtu.be/RMcrB_NhMSs
#screenshotsaturday #gamedev #indiedev #godot
#screenshotsaturday #gamedev #indiedev #godot
Making a game that's fun for longer than it takes to build it
YouTube video by jason today
youtu.be
August 31, 2025 at 4:16 AM
I made my first game dev YouTube video about a game I made. youtu.be/RMcrB_NhMSs
#screenshotsaturday #gamedev #indiedev #godot
#screenshotsaturday #gamedev #indiedev #godot
#gmtk progress...
🔉 Sound on!
Playable here: jsonm.itch.io/sqrz
Let me know if you beat my high score.
🔉 Sound on!
Playable here: jsonm.itch.io/sqrz
Let me know if you beat my high score.
August 3, 2025 at 4:05 AM
#gmtk progress...
🔉 Sound on!
Playable here: jsonm.itch.io/sqrz
Let me know if you beat my high score.
🔉 Sound on!
Playable here: jsonm.itch.io/sqrz
Let me know if you beat my high score.
Taking the time to learn, build, and write yourself, instead of having AI do it for you, is about to become a career hack.
July 15, 2025 at 7:03 PM
Taking the time to learn, build, and write yourself, instead of having AI do it for you, is about to become a career hack.
Been working on an animation tool where multipass shaders are first class citizens.
This is a path tracing gi shader that uses jump flood and distance field for circle marching.
The little windows give a glimpse of how it's working under the hood (jump flood and distance field).
This is a path tracing gi shader that uses jump flood and distance field for circle marching.
The little windows give a glimpse of how it's working under the hood (jump flood and distance field).
April 28, 2025 at 5:31 AM
Been working on an animation tool where multipass shaders are first class citizens.
This is a path tracing gi shader that uses jump flood and distance field for circle marching.
The little windows give a glimpse of how it's working under the hood (jump flood and distance field).
This is a path tracing gi shader that uses jump flood and distance field for circle marching.
The little windows give a glimpse of how it's working under the hood (jump flood and distance field).
I opened sourced my love2d live coding lsp github.com/jasonjmcghee...
April 10, 2025 at 4:31 AM
I opened sourced my love2d live coding lsp github.com/jasonjmcghee...
Had much less free time than usual over the last few months so I've been quiet here, but had some time yesterday and put together a radiance cascades ASCII renderer for traditional roguelikes as per a request from a user in the discord.
All the code is non-minified etc.
jason.today/ascii-dungeon
All the code is non-minified etc.
jason.today/ascii-dungeon
ASCII Dungeon Renderer with GI
A globally illuminated ASCII dungeon renderer
jason.today
March 30, 2025 at 3:26 PM
Had much less free time than usual over the last few months so I've been quiet here, but had some time yesterday and put together a radiance cascades ASCII renderer for traditional roguelikes as per a request from a user in the discord.
All the code is non-minified etc.
jason.today/ascii-dungeon
All the code is non-minified etc.
jason.today/ascii-dungeon
I had no idea what was causing this, but life has dramatically improved. You can disable predictive text- it's a keyboard setting on macos. Maybe I'm the only one that didn't know that...
December 7, 2024 at 7:25 PM
I had no idea what was causing this, but life has dramatically improved. You can disable predictive text- it's a keyboard setting on macos. Maybe I'm the only one that didn't know that...
Incremental tree-sitter + Cranelift JIT for a wildly over-engineered real-time basic calculator.
December 2, 2024 at 12:30 AM
Incremental tree-sitter + Cranelift JIT for a wildly over-engineered real-time basic calculator.
Experimented with "evaluate selected code in-place" and (and undo/redo from the running window). the result is that i can use code (like the mouse position) and evaluate it to place (or re-place) things.
If it's too small to see - "placing it" converts the variables to the evaluated numeric form.
If it's too small to see - "placing it" converts the variables to the evaluated numeric form.
November 26, 2024 at 5:43 AM
Experimented with "evaluate selected code in-place" and (and undo/redo from the running window). the result is that i can use code (like the mouse position) and evaluate it to place (or re-place) things.
If it's too small to see - "placing it" converts the variables to the evaluated numeric form.
If it's too small to see - "placing it" converts the variables to the evaluated numeric form.
Made an in-app code presenter for my live playground, synced with vs code, works across files - no more hand-animating code blocks. (i'm using a color palette picker here to change sky radiance tint)
November 24, 2024 at 6:24 PM
Made an in-app code presenter for my live playground, synced with vs code, works across files - no more hand-animating code blocks. (i'm using a color palette picker here to change sky radiance tint)
what if you could just modify running programs and transparently see all variables both in real time (notice how fast mouse coordinates update when I mouse over)
It's lua + LSP based and have tested it successfully in vs code and zed.
It's lua + LSP based and have tested it successfully in vs code and zed.
November 18, 2024 at 7:23 AM
what if you could just modify running programs and transparently see all variables both in real time (notice how fast mouse coordinates update when I mouse over)
It's lua + LSP based and have tested it successfully in vs code and zed.
It's lua + LSP based and have tested it successfully in vs code and zed.
Improved jump flood seed creation to play better with fonts and added sky radiance
November 14, 2024 at 4:19 AM
Improved jump flood seed creation to play better with fonts and added sky radiance
Now add global illumination (rio + radiance cascades)
November 14, 2024 at 1:38 AM
Now add global illumination (rio + radiance cascades)
Vanilla radiance cascades global illumination on an m1 air in real time in love2d. This is about the simplest implementation - so no ringing fixes.
November 11, 2024 at 8:02 PM
Vanilla radiance cascades global illumination on an m1 air in real time in love2d. This is about the simplest implementation - so no ringing fixes.
#promosky mutuals
procedural generation
game dev
education
design
shaders
interactive blog posts
particle simulation
creative coding
roguelikes
pixel art
global illumination
architecture
programming language design
hot reload / live coding
productivity
software
native
c rust lua zig glsl clojure
procedural generation
game dev
education
design
shaders
interactive blog posts
particle simulation
creative coding
roguelikes
pixel art
global illumination
architecture
programming language design
hot reload / live coding
productivity
software
native
c rust lua zig glsl clojure
November 11, 2024 at 6:50 AM
#promosky mutuals
procedural generation
game dev
education
design
shaders
interactive blog posts
particle simulation
creative coding
roguelikes
pixel art
global illumination
architecture
programming language design
hot reload / live coding
productivity
software
native
c rust lua zig glsl clojure
procedural generation
game dev
education
design
shaders
interactive blog posts
particle simulation
creative coding
roguelikes
pixel art
global illumination
architecture
programming language design
hot reload / live coding
productivity
software
native
c rust lua zig glsl clojure