@slembcke@mastodon.gamedev.place
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slembcke

@slembcke@mastodon.gamedev.place

Open source he/him, making Veridian Expanse (https://fosstodon.org/@vexpanse). I made the Chipmunk2D physics engine, and some other fun libraries. By day, I do a lot of game adjacent work like therapeutic VR, real time drone mapping, and math for heavy machinery.

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slembcke, to random
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I can, in fact, not appreciate that. Neither can I respect it.
"Trust us, we figured out how much you owe us. This is totally the amount."

https://twitter.com/unity/status/1701689241456021607

TomF, to random
@TomF@mastodon.gamedev.place avatar

Public Service Announcement. Do not run Unity on a laptop. Always run it on a nice beefy desktop. That way when you get the urge to hurl the fucking thing out the window, you will at least get a decent leg workout on the way.

slembcke,
@slembcke@mastodon.gamedev.place avatar

@TomF Unity always seems to know when I’m tired and running out of patience. Crashed 4 times on me today after pushing a 14 hour workday. -_- I took the hint after Windows black screened on me.

slembcke, to random
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Oh dip... So a few months ago we got locked out of one of our Quest headsets we use for development because it inexplicably decided it was a "Meta for Business" headset. It wouldn't even let us boot it without linking a credit card account for the monthly fee. Not even a factory reset or firmware refresh made it go away.

It happened again on a second headset. -_- I really hate this future.

slembcke, to random
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https://internet-janitor.itch.io/decker

Ooooh! A remake of Hypercard? I might have to find the time to play with this.

slembcke, to random
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So this is making the rounds, but Unity now wants $5k/seat/year if you use it for non-games. This is months after they killed the "plus" subscription, and more than double the "pro" license cost.

"Unity Industry plan is required if you create applications outside of games or entertainment and your company’s total finances exceed US$1,000,000. Unity Industry’s features, add-ons, onboarding, and support options are tailored to your needs."

https://unity.com/products/compare-plans

slembcke, to random
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With a one liner change to the phases in the convolution function, I can make it do sound propagation too. :D Not sure what's up with the high frequency noise though. Maybe the crude way I'm generating the initial impulses?

Animation of sound waves propagating through a space.

slembcke, to random
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I updated Tina, my little header only fiber/coroutine library, with i386 support. https://github.com/slembcke/Tina

Originally I was going to skip 32 bit x86, since who does that anymore? On the other hand, asm is fun in small doses, and I got bored. (shrug)

slembcke, to random
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Hah, the collectible models in Pikmin 4 are so detailed. They even have tri-wing screws to hamper self-repair. >_<

slembcke, to random
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Mildly related to the recent ECS discussions, I kind of dislike most "design patterns" as a thing. Honestly my biggest beef is just all the new jargon it invents. You can describe most patterns in just a couple extra words. The observer pattern is "registering a callback". ECS is just "iterate or process tables using a common key". People get very attached to patterns and make rather complicated libraries based around simple ideas.

slembcke, to random
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Had to reinstall Unity to fix a build issue on a contract project and it decided that everything needing reimporting... again. I'm now an hour into a multi-hour build while Unity consistently sips much less than half of my available CPU cycles. They really really really need to import assets in parallel. Multi-core CPUs have been a thing for so long at this point. :( Since the editor runs the build, you can't even do anything else while it runs.

slembcke, to random
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Have you ever wanted to watch Star Trek, but couldn't decide which episode? Well NOW YOU ARE! http://files.slembcke.net/temp/StarTrekRoulette.html

With technology like this it's almost like the 24th century!

slembcke, to random
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slembcke, to random
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SDL3 develoer preview is out. I suppose I should try porting @vexpanse and send some feedback. Looks like a really easy transition.

https://github.com/libsdl-org/SDL/releases/tag/prerelease-3.1.0

slembcke, to random
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I found the source code for Howling Moon Software's first game from 2007. It was pretty easy to get up and running on Linux despite using a 15 year old version of Ruby. >_< So I published it on FlatHub! :) I might try putting it up on Steam too, though I'd have to get a Windows build working... Hrm.
https://flathub.org/apps/com.howlingmoonsoftware.CrayonBall

slembcke, to random
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More fun with FFTs to propagate water waves in weird shapes. Not really going anywhere with this, just having a bit of fun. :D

Nifflas, to random
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deleted_by_author

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  • slembcke,
    @slembcke@mastodon.gamedev.place avatar

    @Nifflas I kinda feel this way about most of their packages to be honest... It's a weird ambiguity where they aren't part of Unity, but they are also often recommended by Unity over built in components.

    slembcke,
    @slembcke@mastodon.gamedev.place avatar

    @Nifflas Well... like every time I deal with a Unity employee they seem to say something like "What?! You are still using the legacy input API instead of the new input system?" The legacy one is the built in one, and the new one is a package I figured added a lot of stuff I didn't need. Apparently not...

    NovaSquirrel, to random
    @NovaSquirrel@chitter.xyz avatar

    I want to make game dev into a more social thing, but it's hard to find people wanting to talk about engine design and algorithms outside of an NES-specific context. Also a lot of people are very secretive anyway.

    slembcke,
    @slembcke@mastodon.gamedev.place avatar

    @NovaSquirrel Hrm. I have a handful of posts on my blog, but aurgh! I really need to write more.
    ex: https://slembcke.github.io/Drift-Renderer

    edit: I've been enjoying this site too, though it needs more posters... https://gamedev.city/

    slembcke,
    @slembcke@mastodon.gamedev.place avatar

    @NovaSquirrel Also I like your phrase “engineless games”. People often are surprised that I “made my own engine” since engines are hard. I usually just agree that engines are hard so I made a game instead, but “engineless” has a nice appeal too.

    forteller, to random
    @forteller@tutoteket.no avatar

    Instead of everyone having to update their robots.txt all the fucking time, is it possible to just link in a trusted common robots.txt that can be kept up to date with the latest AI shit to block for everyone?

    slembcke,
    @slembcke@mastodon.gamedev.place avatar

    @forteller How much faith do people have that the AI crawlers respect that anyway? It’s all on the honors system anyway. Like there’s no technical restriction, and no legal ones thought?

    karl_zylinski, to random
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    For many years I was stuck with not making games because I kept trying to write a game engine first and then put gameplay code on top of it.

    In this blog post I talk about "Solodevs and the trap of the game engine": https://zylinski.se/posts/solodevs-and-the-trap-of-the-game-engine/

    slembcke,
    @slembcke@mastodon.gamedev.place avatar

    @karl_zylinski This is very similar to my “you don’t need an engine to just make a game” feelings. I also spent a bunch of time making tools and engines for other people, and now I don’t want to use an engine at all (mine or not) to make games.

    badlogic, to random
    @badlogic@mastodon.gamedev.place avatar

    Feels like I'm installing a root kit. I probably am, given who Unity merged with. God fucking damn it.

    slembcke,
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    @badlogic Actually… they used to install a kernel extension based DRM back in the PPC Mac days.

    slembcke, to random
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    Global Game Jam success! I convinced a poor soul to make a NES game with me. We had a blast. :D There's a web playable linked from the page.
    https://globalgamejam.org/games/2024/slapstick-nes-9

    slembcke,
    @slembcke@mastodon.gamedev.place avatar

    As is tradition, here is a visualization of the ROM file as the NES would interpret it. (2 bits per pixel split into 8x8 tiles) The left half is the compressed graphics, tilemaps, sound, and music. The right half is all the code and other data. The little green bit in the lower right is the interrupt vector that the game uses to boot the CPU.

    slembcke, to random
    @slembcke@mastodon.gamedev.place avatar

    @Nifflas Uff. I wish it was that easy... (even ignoring Unity) Linear kinda just isn't practical for anything involving low precision colors. There's just stuff you need to do in gamma, and stuff you should do in linear. Also, IMO, linear is fairly unnecessary for anything that isn't trying to be photorealistic.

    RL_Dane, to random
    @RL_Dane@fosstodon.org avatar

    My ringtone is now "Epic Sax Guy."

    That is all. 😆

    slembcke,
    @slembcke@mastodon.gamedev.place avatar

    @RL_Dane My name is Scott and I support this message.

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