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
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?
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!
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!
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