@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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Did my first student soaring lesson this morning. (On a simulator, cloud ceiling was too low for a real flight.) I think it went really well! As an R/C pilot I need to use my feet now instead of my thumbs to coordinate a turn, but I think I’m getting the feel for it. Did a handful of mediocre landing patterns, but apparently my aero-tow went well. Felt just like chasing other R/C planes while using video (FPV) goggles, which I’ve done a lot of. :)

slembcke,
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@RL_Dane A flies-itself-camera-drone sort of thing? Yeah… Those might be useful, but they aren’t really fun IMO. You should try a racing drone though. It’s like a super aerobic plane that you thread through branches in the trees at 50 mph. :D Proximity FPV on planes is great too, but you can’t be nearly so adventurous which is its own challenge/reward. On the other hand, cruising in FPV can get sort of boring, but I find it very relaxing line-of-sight.

djlink, to gamedev
@djlink@mastodon.gamedev.place avatar

if you haven't seen this I highly recommend watching. a video about Tomorrow Corporation internal programming and debugging tools, and it's incredible what they have behind the scenes of their games https://www.youtube.com/watch?v=72y2EC5fkcE

slembcke,
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@djlink It’s just so magically fantasical right? Like I’m strongly in the “don’t invent a language” camp, but I feel like this also conclusively proves I’m wrong. (about nearly everything maybe?)

pervognsen, to random
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I recommend checking out @nakst's https://github.com/nakst/gf gdb frontend, it's minimalistic but already very usable.

slembcke,
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@pervognsen @nakst Looks promising! I've lately been mostly using VScode's debugger, but I hate how basic it is. I like that I can easily do basic stuff like setting breakpoints, but whenever I need to debug something tricky I have to restart and mode-switch to vanilla gdb.

Would love something in between...

RL_Dane, to random
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My ringtone is now "Epic Sax Guy."

That is all. 😆

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

sol_hsa, to random
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Do people have specific laundry days?

I just do laundry whenever we have accumulated enough dirty clothes (and/or are running out of clean ones)

slembcke,
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@Doomed_Daniel @sol_hsa Same. Weekends or whenever I’m almost out of things to wear. Procrastination day basically.

erin_catto, to random
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Testing stuff today and this happened.

video/mp4

slembcke,
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@demofox @erin_catto I assume it’s just a funny coincidence that the right objects are in a stable reciprocating motion. Like a drinking bird that keeps the computer busy by giving it more things to simulate. ;)

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

Now live: Can I make raylib draw my game with a single draw call?

https://www.youtube.com/watch?v=dT3KcFcWP_0

slembcke,
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@karl_zylinski You can scale that way up using array textures too. :) Kinda make rendering simpler when you only have one texture too doesn't it? :D

karl_zylinski, to random
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Live now: Trying to make a small program that loads an .ase file and generates an Atlas + outputs metadata about where in the atlas the things are.

https://www.youtube.com/watch?v=rhremnb4RPQ

slembcke,
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@karl_zylinski I love how this works in @vexpanse ! I can even have a layers for normals/self illumination and build a secondary map with those. :D

sos, to programming
@sos@mastodon.gamedev.place avatar

I hate when programmers tell other programmers "Don't do this" "Don't do that". Don't listen to these people.

And don't gatekeep other people's code. Let people program however they want.

Worst thing is, person posting this DOES use early return in their code.

I think programmers just think they're better than others. "I can do this, but you can't". Don't be like that. It's not OK.

slembcke,
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@sol_hsa @sos This feels like a Dijkstra thing. Wasn't that one of his things?

RL_Dane, (edited ) to random
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Saw a full for the first and possibly last time in my life.

NOW I understand why people spent crazy money to get here for one day, and why the ancients flipped their lids when it happened.

My photos: https://pixelfed.social/p/rl_dane/683142405562602693

slembcke,
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@RL_Dane It was neat! We drove down to Missouri to see it.

geerlingguy, to random
@geerlingguy@mastodon.social avatar

Look who I found, @smartereveryday! Please cooperate and give us the nice clear skies we have right now later today 🤞

slembcke,
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@geerlingguy @smartereveryday Neat! We drove down to Missouri from Minnesota to see it. I wonder if we were somewhere nearby?

slembcke,
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@geerlingguy Ah yup. Our group took 55 to Cape Girardeau. I was surprised driving down was smooth sailing. Took over 6 hours to go the 100 miles back to St Louis though. >_< How much of that did you get stuck in?

unfa, (edited ) to godot
@unfa@mastodon.social avatar

As of late I am deeply conflicted about 😿

  • I love the design philosophy; I think it's [one of / the] best libre 3D-capable engine out there. I use it and promote it.
  • I've learned shocking things about reduz (Juan Linietsky) that made me really sad and I don't trust him in regards to money and power within the project.

I don't want to go into specifics, because it won't fit a toot.

Don't downplay "haters" without evaluating their points.

slembcke,
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@unfa @gamingonlinux @jrouwe I’ve been pulled into similar controversies (I wrote Chipmunk 2D), and my take has always been “I wrote it so people could use it…” The MIT license has the attribution clause, but when someone has gone and rewritten my code I don’t really consider it the same anymore. They add and remove stuff and make it their own. When they only say it’s “based on Chipmunk” that’s technically in violation of the license, but I guess I don’t really care… Erin is on the Fedi too.

slembcke,
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@unfa @gamingonlinux @jrouwe I also read Erin’s presentations back in the 2000’s, and at some point later read (but never directly used) the Box2D lite code. It’s why I use NGS and clamp impulses after accumulating. I credit Erin front and center in my documentation, but don’t otherwise attribute the code. AITA for implementing an algorithm from a presentation because the code was published too? Maybe? You could make a case for that too I suppose.

slembcke, to random
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Uff. We are evaluating the Vision Pro for a Unity project sorta-mostly because a client requested it. Bought a dedicated M2 Mac Mini with 256 GB SSD, and 16 GB of RAM. Possibly a mistake on multiple fronts. Running out of disk space because the Unity install + import + builds are so huge, and linking takes ~19 GB of RAM just for Clang. O_o Ooops...

slembcke,
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@Doomed_Daniel @pervognsen This is why the last Mac I bought was a decade ago when you could still just open it up and upgrade whatever you want… -_-

jonikorpi, to random
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Trying to find a silent wall clock that everyone in the household likes. So deep down the hole I’m staring at Raspberry Pi + e-ink display builds.

slembcke,
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@jonikorpi I bought an Inky Impression a couple days ago. It’s neat, but refresh time is ~10 seconds, so not very clock friendly.

slembcke,
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@jonikorpi Yeah. It plugs right into the Pi's header, and there's a pip package for it. It's like 3 lines of code to open the display and show an image. The contrast ratio looks good in person, but it's only 7 colors so don't expect to display photos on it. (edit: rather photos look "fine", but heavily dithered. Expect to display flat colored content on it.)

Nifflas, to random
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Jesus Christ, I'm in a situation where Unity's fake null check causes havoc.

I can't wait to switch to an engine that doesn't override the null equality check. I hate that thing so much :(

slembcke,
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@Nifflas IIRC uou can get around it with the null coalescing operator (??) or conditional call operator (?.) since those don’t call == internally. We have unspoken rule that you can’t use those operators in Unity code because of it.

slembcke,
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@Nifflas Yeah, it was a terrible mistake made too long ago to fix it. :(

demofox, to random
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Who else is tired of ai hype?

slembcke,
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@demofox It'll be great. No-one will need any experts in anything. You'll just pay like 1 of maybe 3 companies big enough to out-compete their competition for access to the "best model". Everyone else can just work in a factory or be a farmer like Jensen says. -_-

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

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

So... Lost my best friend a few days ago. After 6 months fighting with cancer, it finally took over.

RIP the funniest, the kindest, the loveliest, and the bravest of cats. I do miss you and I always will.

slembcke,
@slembcke@mastodon.gamedev.place avatar

@lisyarus Oh no! Sorry to hear that. :( I lost a cat a few years ago, and I still miss her sweet quirkiness sometimes.

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

Metal API masters, is there a trick to flip the viewport other than flipping the y-axis of the projection matrix? I started out with GL conventions and Vulkan supports flipping the viewport rectangle so I just ignored the issue until now. Doing it CPU side would be messy, but maybe I can do some macro magic shader side with spirv-cross...

Solution: I'm using spirv-cross, and it has a --flip-vert-y flag. I totally missed that because I was only looking in the Metal specific section, whoops.

slembcke,
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@castano Aha! So kind of... Rendering vs texture coords are flipped compared to GL/Vulkan AND the negative viewport trick works in Vulkan. So the solution was to just flip the render target viewports instead of the framebuffer one. Done!

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