Eike
banner
zet23t.bsky.social
Eike
@zet23t.bsky.social
Game dev / game artist
Favorite tools: C, Aseprite, Blender

Working on: 8-bitBot, a programming puzzle game

Wishlist 8-bitBot: https://store.steampowered.com/app/3959370/8bitBot/

Twitter: @zet23t
Blog: https://quakatoo.com
Looks better now... hopefully that is good enough now.
November 19, 2025 at 9:27 PM
Hm. Some objects still have buggy UVs.
November 19, 2025 at 8:51 PM
🤣
Well, I am kinda silly, you know 🙃
November 17, 2025 at 9:50 PM
Once I had that hypothesis, it was fairly easy to research and to fix: I increased the stack size to 1MB - which should be big enough so once I hit that barrier, I will have forgotten all this again 🙃
Rediscovering solutions to problems I already solved is a specialty of mine 🥳
November 17, 2025 at 9:41 PM
So I started guessing that the size change and having a few copies of that struct on the call stack might exceed the stack's size, causing the WASM interpreter to overwrite the runtime stack, explaining why it ran fine on desktop builds and why I had weird call stacks when debugging the crashes.
November 17, 2025 at 9:41 PM
So - when I did another unrelated smaller change just yesterday, the same problems reappeared and it dawned on me that the problem is probably related to the size of the struct. Now I DO have a bunch of fixed size buffers I could blame, but somehow, this felt ... not like it was it?
November 17, 2025 at 9:41 PM
Just to explain that: I spent several hours to figure out how to "fix" my wasm builds after I added some new variables to a struct that was quite chunky already. Basically I removed all the changes I did to the struct and I didn't understand why that fixed anything...
November 17, 2025 at 9:41 PM
That would be great! I haven't got much feedback yet - if you have any, positive or negative, I would be thrilled to know what you think of it!
November 16, 2025 at 8:40 PM
Oh, thank you for letting me know :D
November 16, 2025 at 8:39 PM
I guess I need more winter themed assets.
As for the particle system ... I think this will do for now:
Slow (CPU) ✔️
Sloppy ✔️
Barely functional ✔️
Now I need the top-down camera that renders a depth map. For certain purposes I have in mind... for a while.

#gamedev #solodev #c #raylib #cozygame
November 16, 2025 at 3:50 PM
Why would you want to have the particles only show in one preview, when you can have it in every preview? -- Party Saursus Rex ☮️🦖
November 16, 2025 at 1:56 PM
The particle system is now rendering fine in the level, but ... it would be nice if it also rendered properly in the preview 🤔
November 16, 2025 at 10:23 AM
I think it is a fundamental rule of graphics programming that any initial generated mesh is invisible due to having flipped orientations.
November 15, 2025 at 7:43 PM
Well. In the end, I had to go back in time and take the faulty commit apart.
I still don't know why _exactly_ it broke everything, but at this point, I am ready to take the win and leave this ugly place without researching what these strange noise are that are coming out of the basement.
November 14, 2025 at 11:24 PM