Game jams, homemade game engine dev.
Sometimes streaming on youtube:
🔴 https://www.youtube.com/@seb_degraff/streams
Also on mastodon:
🐘 http://mastodon.gamedev.place/@seb_degraff
Adding items that entities can drop when they die or are destroyed. This is yet another project – a game we're prototyping with my studio, Asteroid Lab.
Made in a custom engine, in C. #indiedev
www.youtube.com/watch?v=Y0Q5...
Adding items that entities can drop when they die or are destroyed. This is yet another project – a game we're prototyping with my studio, Asteroid Lab.
Made in a custom engine, in C. #indiedev
www.youtube.com/watch?v=Y0Q5...
Here you can see that for during "currentDrawable" the thread is sleeping.
Here you can see that for during "currentDrawable" the thread is sleeping.
Added some time controls, the ability to enable/disable recording, and the ability to toggle "sticking" to the last recorded frame.
Added some time controls, the ability to enable/disable recording, and the ability to toggle "sticking" to the last recorded frame.
But what should I do when the number of recorded frames is bigger than I can fit in the scrubber? I could add another scrubber for the scrubber, but...
Any ideas for something more elegant?
But what should I do when the number of recorded frames is bigger than I can fit in the scrubber? I could add another scrubber for the scrubber, but...
Any ideas for something more elegant?
I'm wondering if I should transform the raw events into "zones" when flushing a thread. There are some other considerations, see 2nd screenshot.
I'm wondering if I should transform the raw events into "zones" when flushing a thread. There are some other considerations, see 2nd screenshot.
Each thread has a thread local pointer to a buffer it records events into, and must flush every so often.
Each thread has a thread local pointer to a buffer it records events into, and must flush every so often.
This works on top of a custom build system that watches for file changes, then parses the structs in the file to generate reflection data.
Now it also inserts code in the source file. Feels kind of forbidden, but also feels nice!
This works on top of a custom build system that watches for file changes, then parses the structs in the file to generate reflection data.
Now it also inserts code in the source file. Feels kind of forbidden, but also feels nice!
By running with the chrome profiler, I noticed there was a lot of time spend in _glGetError. I tried defining _SG_GL_CHECK_ERROR to nothing, and that made it buttery smooth!
Perhaps there should be less calls to _SG_GL_CHECK_ERROR when SOKOL_DEBUG is off? Or a faster alternative?
By running with the chrome profiler, I noticed there was a lot of time spend in _glGetError. I tried defining _SG_GL_CHECK_ERROR to nothing, and that made it buttery smooth!
Perhaps there should be less calls to _SG_GL_CHECK_ERROR when SOKOL_DEBUG is off? Or a faster alternative?
Digging deeper, but perhaps you have pointers for me?
Digging deeper, but perhaps you have pointers for me?
As long as there's no actually grabbing in the game I should be good!
As long as there's no actually grabbing in the game I should be good!
How do you differentiate between a function that draws a card _from a deck_ and one that draw a card _on the screen_?
Is my best naming option really "draw_monster_from_deck"?
How do you differentiate between a function that draws a card _from a deck_ and one that draw a card _on the screen_?
Is my best naming option really "draw_monster_from_deck"?
Here the "load" command suggests filenames to load, and the "save" command suggests filenames to override.
I intend the command palette to be pretty flexible and customizable, and ultimately replace the traditional in-game console
Here the "load" command suggests filenames to load, and the "save" command suggests filenames to override.
I intend the command palette to be pretty flexible and customizable, and ultimately replace the traditional in-game console
Done with sokol_gfx.h, which recently got compute shader support. Thanks @flohofwoe.bsky.social!
Done with sokol_gfx.h, which recently got compute shader support. Thanks @flohofwoe.bsky.social!
Sometimes I append an update to the comment, leaving the original comment so it's possible to understand the reasoning that led to a particular decision
Sometimes I append an update to the comment, leaving the original comment so it's possible to understand the reasoning that led to a particular decision
Ignore the trees, I was to lazy to disable them being placed on mouse down
Ignore the trees, I was to lazy to disable them being placed on mouse down