@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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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
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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,
@slembcke@mastodon.gamedev.place avatar

@castano Hrm, I'm now unfortunately remembering how lucky I was with Vulkan. I have a HDR target for the lighting, resolved to a RGBA8 intermediate buffer where I add the UI and overlays, then I stretch that to the screen. Each pass is flip flopping in Metal, but the combination of coordinate spaces that is Vulkan made it all work except for the final present pass. I guess I need to do some closer reading...

slembcke,
@slembcke@mastodon.gamedev.place avatar

@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!

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.

aral, to accessibility
@aral@mastodon.ar.al avatar

So @gnome is removing the x11 session, leaving just the Wayland one.

If this goes out before Orca, the GNOME screen reader, is fixed to work on Wayland, it will mean that people who rely on screen readers will have no way to use one on GNOME. And thus on the major Linux distributions.

So I’m hoping the plan is that this change will not land until GNOME has a working screen reader.

https://peoplemaking.games/@ailepet/112077559713299711

slembcke,
@slembcke@mastodon.gamedev.place avatar

@aral Pretty sure they aren’t deleting x11 from the repository, just not installing it by default. It will still be seconds away for anyone that wants or needs it.

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

30 seconds on Twitter and already had 50% ads, people I know swearing at strangers and videos of mean things adults do to kids. I'm done for another 12 months. Horrible site.

slembcke,
@slembcke@mastodon.gamedev.place avatar

@Fizzychicken That was my experience when I last peeked in a few months ago too. What a festering hole… Good riddance.

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

I want to play the original Deus Ex.
What's the best way to do so in 2024?
I want a mostly vanilla experience, but proper widescreen support and other fixes for modern systems (and bugfixes for the game if it makes sense) would be nice. And it should work with Wine or Proton if possible..

Somehow there are too many options (Deus Exe, GMDX, "Deus-Ex-1-Community-Update-", Revision, several different renderers, ...)

slembcke,
@slembcke@mastodon.gamedev.place avatar

@Doomed_Daniel there is a mod (?) called Revision that fixes a lot of issues with the game, and adds what I remember being fairly meager additions. (Nothing remade or replaced textures or anything like that)

slembcke,
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@Doomed_Daniel Augh! This in every FPS ever.

sol_hsa, to random
@sol_hsa@mastodon.online avatar

"digitally remastered"

Like, okay. Fine. But what else could it be? Analogically? Manually? Optically? With crayons?

slembcke,
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@Doomed_Daniel @sol_hsa Not remastered at all because it's the original version for peasants!

(In the context of music anyway, it kinda sounds like most everything since the late 70s has been digital because it was so much cheaper. Even when the result was destined for tape or vinyl.)

slembcke,
@slembcke@mastodon.gamedev.place avatar

@Doomed_Daniel @sol_hsa Sure, but it wasn't done on computers with floppy disks. It was all tapes. Even with 70s tech you could put a song's worth of data onto a reel of digital tape, while processing it over and over without losing quality. You couldn't do that with analog, so it made mastering much more expensive.

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

It's been a long time coming (well, not that long, really) but NVK is now ready for prime time:

https://www.collabora.com/news-and-blog/news-and-events/nvk-is-now-ready-for-prime-time.html

You can expect to see NVK show up in your favorite distro some time this year.

slembcke,
@slembcke@mastodon.gamedev.place avatar

@gfxstrand Ooh, I should salvage the NVK sticker from my old (sadly, dead) laptop. It's probably worth 10x more now than when I got it at X dev conf a year and a half ago! ;)

Seriously though, sounds like some great work being done. Thanks so much!

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

Anybody got any suggestions on collision detection & resolution for a soft-body simulation? :)

video/mp4

slembcke,
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@lisyarus It’s hard… Using a simple topology like that grid is a good start maybe. Gives you a chance of traversing the connectivity of both shapes to fully separate them, but I’ve never been able to make it robust… Haven’t tried or looked into the research in a long time either though.

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.

NovaSquirrel, to random
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Recurring work meetings seem like a great time to get on Animal Crossing and catch up on daily activities on there

slembcke,
@slembcke@mastodon.gamedev.place avatar

@NovaSquirrel Haha. I'm currently catching up with Mastodon as our daily "stand up" is pushing 30 minutes. Sometimes it goes over an hour. >_<

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)

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

Kind of intrigued by how good Apple’s game kits are… but no matter how good I just don’t see a valid use case. Bit of an API cul-de-sac ?

slembcke,
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@Fizzychicken Yeah, it’s always been a bit curious. Historically it’s been hit or miss how long they decide to support them. :( Remember Game Sprockets? Haha

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

First experiment with Hugo wasn't too good. First template I picked doesn't work, eventually found a github issues page with half a dozen people also unable to use it. Second hugo theme was missing an installation step (found the fix on an old closed github issue). Then it required go and npm, where it installed 480 packages (!) warned me that the module wasn't compatible with the latest Hugo version, then after 7000 ms of build time, it failed to render the "taxonomy".

slembcke,
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@andykorth Uff, yeah. Sounds basically like my experience with Jekyll. It just generates static HTML, it's suppose to be simple right? :(

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

Recently I started a side project called Solver2D https://github.com/erincatto/solver2d. The idea is to create a platform for prototyping and comparing many different 2D rigid body solvers. So far there are 8 solvers including PGS, TGS, NGS, and XPBD. I've created many tests that push these solvers to their limits. Read about it here https://box2d.org/posts/2024/02/solver2d/ and see the solvers compared here https://www.youtube.com/watch?v=sKHf_o_UCzI

slembcke,
@slembcke@mastodon.gamedev.place avatar

@erin_catto Hmm. I had dismissed soft constraints as being a coat of paint on penalty forces. I suppose they are in a way, but they seem to have a number of nice properties anyway.

On the topic of XPBD, isn't one of the main reasons it exists to only operate on positions, removing the possibility of getting the position and velocity out of sync? I don't disagree that XPBD has it's issues, but if you are storing velocities or delta positions directly it makes it a bit unremarkable?

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

How my cat adventure game begins: With a good old catnap followed by a BIG stretch!

Buy the game on itch: https://zylinski.itch.io/cat-and-onion 😻
Or wishlist on Steam: https://store.steampowered.com/app/2781210/CAT__ONION/

video/mp4

slembcke,
@slembcke@mastodon.gamedev.place avatar

@karl_zylinski Finally got around to playing this for ~30 mins or so today. What a lovely game! Browsed the source for a bit too. (Thanks for sharing that) I've played with Odin a bit, but never really made anything with it. Ooh, also since you do hotloading too I'd highly recommend scripting up Aseprite a bit in your asset pipeline. Super handy to make gfx edits and preview them in game instantly. :D I use that a lot in @vexpanse.

NovaSquirrel, to random
@NovaSquirrel@chitter.xyz avatar

I'm revisiting the way Tilemap Town sends the map data to clients to see if I can do it in a way that greatly cuts down on bandwidth, for devices that have really slow Internet connections (like the 3DS or especially the DS if that ever gets a client)

I'm also checking how each map representation compresses and it's interesting to try to deliberately try to shape the data into a format that Deflate does well on?

It might be the case that the best thing I can do is just go implement compression at the websocket level in the 3DS client, which seemed tricky since the websocket library I used (wslay) seems to require you to implement that yourself.

slembcke,
@slembcke@mastodon.gamedev.place avatar

@NovaSquirrel pre-processing can lead to some nice wins over “just use plain deflate”, but the latter is awfully convenient if you don’t really care that much about size.

slembcke,
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@NovaSquirrel Ah sure, in that case I'd definitely just go with something you can drop in like deflate if it was up to me. Nearly universal, and easy to document.

demofox, (edited ) to random
@demofox@mastodon.gamedev.place avatar

my god... sorting the numbers 0-99 in german makes a low discrepancy sequence. wtf.
Thanks for the link @andrewhelmer47
https://www.reddit.com/r/dataisbeautiful/comments/1adux6w/the_numbers_099_sorted_alphabetically_in/

slembcke,
@slembcke@mastodon.gamedev.place avatar

@demofox Huh... I thought surely it was a joke, but it seems not. A quick search shows that that to say 53, instead of saying "50, 3", you would say "3, 50". I guess that makes sense!

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

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.

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