@noelfb@mastodon.social
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noelfb

@noelfb@mastodon.social

sometimes, when i'm in the right mood, i make video games and art. created Celeste with friends, making Earthblade with more friends. he/him

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noelfb, to random
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yeah, this reaaally resonates with me. I want C implementations of math algorithms so I can actually understand them, because usually they're not that complicated I just can't read it.
https://mastodon.social/@eniko@peoplemaking.games/111903831904595709

noelfb, to random
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every day I think "my day would be greatly improved by a 4 hour long video essay on on why Mario 64 has invisible wall bugs" and today delivered: https://www.youtube.com/watch?v=YsXCVsDFiXA

noelfb, to random
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OK I've been playing too much Balatro......

indie platformer recommendations? preferably ones I haven't definitely played? 2d or 3d, tiny or huge, whatever you liked recently?

noelfb,
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@mcc I haven't played either of these!! thank you :)

(also the bubble bobble one sounds interseting too haha... will take a look)

noelfb,
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@mcc OK noted! I am playing this tomorrow!

noelfb, to random
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are there any open source games that use a true ECS? trying to wrap my head around scenarios that are more complicated than like, a pacman clone.

i get the basics but i get hung up on unique behaviors/interactions ... like if specific objects want to interact with a "jump pad" differently. i don't want my "jump pad system" to be like "oh are you Enemy17 and also dead? do this"

in a non-ECS I just have a message and then "Enemy17" would have unique behavior if it gets the "hit jump pad" message

noelfb,
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@mcc yeah I should maybe go search through Bevy-related projects!

noelfb, to random
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petition to the english language to please change all opposite words to be the same length so my code looks nicer (true/false, on/off, yes/no, in/out, light/dark, etc)

mcc, to random
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Basically the most important thing I want out of a build system is "never put me in a situation where the method for invoking you is so convoluted I need a second build system ("script") just to execute you"

noelfb,
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@mcc getting very close to completing the full circle where we need build scripts to generate cmake files which generate build scripts which compile your program.

mcc, to random
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I am trying to take a program that works on Win32 and build it on Linux. An enum with a field named "Always" is failing to compile with a strange error. With a sinking suspicion, I look in the system headers and discover that /usr/include/X11/X.h is "Always" to 2.

The Open Group, what the hell??? I don't suppose X11 has an equivalent of WIN32_LEAN_AND_MEAN NOMINMAX does it … :(

noelfb,
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@mcc it's wild to me that even in the 80s it was acceptable not to prefix your C macros in general library header files lol. like surely this caused issues for people immediately, but language doesn't stop you from doing it so people do it.

noelfb, to random
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Me visiting Europe or Asia: dang imagine living in a country without good trains like they have here.
Me returning to Canada: oh no.

noelfb, to random
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huh i got a web build of my C# engine working (https://noelberry.ca/content/foster_wasm_test_1/) in dotnet 8. It wasn't SUPER easy to get off the ground (lots of weird errors, lots of stuff that felt broken I had to work around, etc) but it's a neat proof of concept. More details on how I got it working here: https://github.com/FosterFramework/Foster/discussions/24#discussioncomment-8432020

noelfb, to random
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Huh Celeste64 downloads are about 10% Linux, which is higher than I would have expected (definitely higher than the normal game on Steam).

noelfb,
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Not sure if this is because it's also open source which builds more interest in people using Linux, or the Steam Deck becoming a popular way to play games, or what.

noelfb, to random
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We made a thing that was supposed to be a meme but we worked way too hard on it. You can play it on itch, and the source is on github!
https://maddymakesgamesinc.itch.io/celeste64

xot, to random
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Christmas came early! Hopefully it will come early again next week and I can start building a Mockingboard.

noelfb,
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@xot wow so does this mean you got fully bad sets from 2 separate purchases?

mcc, to random
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One of the most frustrating things about Linux on this laptop is about 20% of the time when I ask Firefox to open a new window, I just get this notification at the top of the screen

noelfb,
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@mcc this happens to me for the "open file" dialog when I hit ctrl+o in vscode and it's very high in my "most annoying daily issues" especially since I hit ctrl+o by accident a lot lol

eniko, to random
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welp glad im done with reducing allocations in the kitsune tails codebase. that wasn't fun at all

noelfb,
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@eniko @julia yeah BRUTE used the Boehm GC. Celeste on Switch actually does still have hiccups if you don't die for a long time, and I'm pretty sure it's due to the GC as Celeste doesn't try to reduce garbage very much. Now that NativeAOT exists and we can just use the normal C# GC I think it has a chance of actually performing better (since it's built specifically for C# instead of a generic one). But I haven't had a chance to experiment with it yet!

eniko, to random
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oh shit FNA finally has dllmap emulation which means i can finally move into The Future™ and start enjoying all the features from .NET core that i've been missing

please note: i will still not be using expression bodied properties and methods. thank you for your consideration

noelfb,
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@eniko yeah Spans/Memory stuff are great. I also really like readonly record structs, removes a lot of the boilerplate code into basically a single line. Type aliasing and global usings are also pretty useful (ex. I can rename System.Numerics.Vector2 to just Vec2). Also InlineArray attribute, although I haven't used it much yet.

noelfb, to random
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Experimenting with the idea of using the new C# Source Generators for dialog/cutscenes, to simplify localization while keeping the actual cutscenes readable...

noelfb, to random
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I've been using MSDF fonts for a little bit, (https://github.com/Chlumsky/msdfgen) but have been running into issues where a lot of fonts don't render right. Finally figured out that it doesn't play well with contours that intersect themselves... I looked into how the msdfgen cli resolves it and they convert the shapes to google's Skia and back, which "fixes" all the intersects lol

noelfb,
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It looks like at some point Godot ran into this too but they opted not to fix it, since apparently it's not actually compliant to have contours intersect themselves https://github.com/godotengine/godot/issues/52247

noelfb,
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but even though it's not compliant, a huge portion of Google's own fonts do this all over the place. Maybe because their Skia library automatically fixes them when it parses the contours haha

noelfb,
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so at this point I think I either 1) try to solve intersecting shapes, 2) use msdfgen's offline cli renderer instead of doing this in real time, or 3) just go back to good old stb_truetype and render out fonts at specific sizes :D

noelfb,
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@mcc Yeah, Chevy is going to try that for fun, haha. I'm not sure how involved it would be but if it works ... could be pretty cool :o

noelfb,
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Actual Solution! It seems like the open source FontForge (https://fontforge.org/en-US/) actually has a command to remove overlaps like this, and it can run on the entire font and re-export. And it worked extremely well!

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