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qgi

@qgi@mastodon.gamedev.place

likes programming, computer graphics, procedural generation, video games, music and everything weird

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qgi, to gameboy
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Dungeon crawler concept for the #gameboy
I'm not very experienced with #pixelart and the render resolution is a bit low, but I kind of like it. What do you think?

#gamedev #indiedev

qgi, to blender
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No longer Saturday, but
I experimented with #blender and the #gameboy color palette over the weekend.

#indiedev #screenshotsaturday

qgi, to Playdate German
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Finally got my #playdate! After some serious #optimization, my #fallingsand demo now updates 8 times per frame at 50 FPS. That's >400 times per second!
The trick: Instead of iterating over each pixel (bit) individually, I'm doing a bunch of bitwise operations per byte. #indiedev #gamedev

A falling sand demo running on the Playdate handheld console.

tojiro, (edited ) to random
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Shader debugging feels like forensic chemistry sometimes:

"We're gonna mix this value with this matrix and see what happens. If the screen turns blue, then it's a valid normal. If it turns red then it's a zero length vector."

"Okay, so... hm. What's it mean when it turns black?"

heavy sigh

qgi,
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@tojiro Great analogy, also very embarrassing how often I forget to renormalize to (0...1) before color debugging...

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