Hi fediverse, I'm finally doing my much overdue #introduction post!
I'm a #GameDev with a decade of experience, having founded Kitsune Games in March 2013. I'm currently focused on #KitsuneTails, a queer platformer in the style of beloved classics where you play a kitsune on a journey through a land inspired by Japanese mythology. In the past I've released games such as Super Bernie World, MidBoss, and more.
I'm also working on a fantasy console called the #Mega68k, which runs on the Motorola 68000 CPU. Additionally, I create a series of videos called #CodingHistory, which explores how 3D techniques from the 90s worked. I also like programming language development and make a lot of toy languages that don't go anywhere, and am trying to liven up the #PLDev hashtag on mastodon.
You may have heard that Nintendo patented a lot of silly things after the new Zelda release. One of those patents are moving platforms (For real), but if you go and see more detail... They are not patenting some kind of really performant algorithm, they patented MAKING THE PLAYER A CHILD OF THE PLATFORM.
Somehow I was under the impression that the const keyword for function parameters in #GLSL was mostly there for the benefit of programmers, so we'd get an error if we try to modify something we're not supposed to, but that the compiler would figure out if it does get modified or not on its own.
I was wrong. I have a case where just adding the const keyword to one parameter makes a shader twice as fast - from 750µs to 300µs.
Totally unexpected for me, am I the only one?
Hi everyone! Can anyone who depends on a screen reader read this for me and tell me if it works? I'm making a tutorial on how to make a Roguelike for my blind accessible game engine, so just wanna make sure it's in a good format! It will have informational and instructional content split up to hopefully make it easier for screen readers to find what is needed. Download .txt sample file here!
Today I'm going to hit the button in Steam that will take the game from early access to release. But I do not feel a small victory. I gave the project 5 years of my life, but now I feel nothing. Maybe I'm psychologically devastated and emotions appear later
Let's say I have an artist who really likes modelling (and is quite good at it), but tends to get stymized at texturing. Not can't-do, just that isn't their favorite.
Hit with me aesthetics that are geometry-forward, that either minimize texturing, or favor broad-stroke texturing, or at least less focused texturing (so hard surfaces/generative akin to trimsheets or noise maps or auto-world-UV-texturing or etc)
It isn't that she do it or anything, I just feel strongly that you should build around what your team is best at and most enjoys, and I mean. There's no particular reason we gotta shove down the default path here!
When I was a young Commodore-era game developer, C (without the ++ or # back then) was for wimps, and hardcore coders used Assembly, ditching the OS to have maximum available hardware resources. 👴
Welcome to Monday's edition of Cracking the Cryptic#bevymergetrain. Today we have 13 community-reviewed #opensource#rustlang#gamedev PRs in our #bevy backlog for me to take a look at :) There's a couple of truly exciting ones today, so do follow along.
Well that's the, fourth?, complete source-control collapse I've navigated, so that's neat.
BTW, Perforce does NOT behave well when it runs out of space. It just stops. Literally. You can't even connect with the Administration interface to back out the changelist that ran you out of space. I fixed it with a reversion to backup + Reconcile Offline Work to pick up the lost work, and I think that's probably the cleanest option? Since you can likely assume the repo is corrupt if it train-wrecks into storage limits.
This will be of particular relevance to #Unreal#GameDev types, because yeeaaah sometimes a commit that you think is "well just a few asset packs and a small level chunk" randomly eats 8gb oops.
Project Update:
Wasteland Wanderlust is an entertaining turn based tactical gardening and inventory management game. In the big update 1.2 there are new sounds, graphics, a world map, a quest journal and a small gameplay loop that takes you through the world. https://missinformation.itch.io/wasteland-wanderlust #gamedev