Alex
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alektron.bsky.social
Alex
@alektron.bsky.social
Software-/Game developer
I write my own engines ⚙️
All my recent projects: https://alek-tron.com/
Compression is not doing it justice but my subpixel anti-aliased GPU text renderer is now working pretty well.

Supports colored text and backgrounds and I was able to get rid of all visible artifacts.
Was quite annoying to figure out sub-pixel bugs...
October 24, 2025 at 8:10 PM
Intentionally inconvenient API design
Why std::stack::pop does not return a value
alek-tron.com
October 9, 2025 at 12:39 PM
My new blog post is about my experience developing 'from scratch' software for real users and how easy it is to forget basic functionality when it is not handled for you by a framework anymore.

Functionality that users take for granted and expect to work.
alek-tron.com/AppChecklist...
Developing desktop apps from scratch: A feature checklist
alek-tron.com
October 8, 2025 at 10:16 AM
Working a bit on the visuals of my game.
Tried Magicavoxel for modeling the drones and satellites. Not my strong suit but it certainly looks better than the placeholders from before.
The lasers also have some actual sprites now.
#gamdev #indiedev #odinlang #voxels
August 24, 2025 at 1:52 PM
Implemented a prototype voxel renderer and I'm already quite happy with the result.
Unfortunately I can't use MSAA for anti-aliasing anymore so edges are a bit ugly at the moment...

#gamedev #indiedev
August 20, 2025 at 10:54 PM
Some UI work
August 16, 2025 at 5:39 PM
Currently redesigning my old game into an Incremental Game. Video compression is not happy about it.
#gamedev #indiedev #odinlang #incrementalgame
August 11, 2025 at 10:39 PM
My 'Dear Imgui' Odin backends are finished (for now).
Supports Windows as platform with D3D11, OpenGL 3.3 and a very much experimental software rasterizer for rendering:
github.com/alektron/img...

@ocornut.bsky.social @gingerbill.org
GitHub - alektron/imgui-odin-backends: A custom backend for 'Dear ImGui' written in Odin
A custom backend for 'Dear ImGui' written in Odin. Contribute to alektron/imgui-odin-backends development by creating an account on GitHub.
github.com
July 28, 2025 at 1:58 PM
Imgui Odin backends now also include an OpenGL renderer in addition to DirectX and the software rasterizer:
github.com/alektron/img...

#imgui #dearimgui #odin
July 23, 2025 at 6:12 PM
Now also features an experimental software rasterizer.
#imgui #dearimgui #odinlang
July 21, 2025 at 8:10 AM
I wrote a custom Dear ImGui backend for Windows/DirectX in Odin. With thin abstraction layer to allow easy extension for more platforms/renderers:
github.com/alektron/img...

#imgui #DearImGui #Odin #Odinlang
GitHub - alektron/imgui-odin-backends: A custom backend for 'Dear ImGui' written in Odin
A custom backend for 'Dear ImGui' written in Odin. Contribute to alektron/imgui-odin-backends development by creating an account on GitHub.
github.com
July 17, 2025 at 7:01 AM
Reposted by Alex
When I found a pub with an inverted normal map. (If you understand what this means, you have to repost.)
July 9, 2025 at 10:21 PM
Reposted by Alex
dear imgui 1.92 released!
github.com/ocornut/imgu...
New protocol for backends to create/update textures, with support for 13 renderers. Dynamic font scaling. Dozens of font/atlas related changes. Dozens of other changes. Expect some turbulence.
(misc video from January...)
June 25, 2025 at 5:15 PM
Super minimal profiler + flame graph for DearImGui (~100 LOC):
alek-tron.com/FlameGraph/f...

Can be trivially adjusted for other UI systems and languages due to its simplicity.
#imgui
June 21, 2025 at 4:25 AM
Currently working on a native version of DXF Explorer (dxf-explorer.com)

It opens DXF files with millions of entries in milliseconds, filters them in realtime and comes as a single executable file.
May 30, 2025 at 6:19 PM
"Why am I fighting this thing daily for what essentially becomes a glorified asset loader"

Works well with what always like to say about big engines:
Their biggest 'benefit' is platform independence, especially in regards to rendering APIs. Everything else is just in the way.
I've been making video games in some form for 20 years, so I wrote an article about my process - and why I don't use an engine.

noelberry.ca/posts/making...
Making Video Games in 2025 (without an engine)
Thoughts, tools, and libraries I use to make games
noelberry.ca
May 21, 2025 at 7:06 PM
Creating a Windows window with custom title bar is for some reason much harder than it should be.
Here is my method to achieve it which is simpler than other solutions I've found online, yet covers most edge cases AFAIK:

alek-tron.com/borderless/b...
Custom Titlebar
The absolute minimal code required for a win32 window with custom title bar
alek-tron.com
May 12, 2025 at 5:47 PM
The predicted trajectory of a spaceship in an N-Body system visualized in realtime. Multiple trajectories with different timesteps are calculated in parallel which results in this chaotic shape until it converges to the calculations with the lowest timestep.
#gamdev #graphics #space
April 6, 2025 at 4:08 PM
Got my old space sim project running again and might implement some new ideas I've been having...
April 4, 2025 at 11:05 PM
Reposted by Alex
Made this little cheat sheet for #odinlang pointer/slice/container types
January 26, 2025 at 9:17 PM
My game 'Chunk Miner' is now on GitHub:
github.com/alektron/Chu...

A simple but complete game, written almost from scratch in just ~3200 lines of Odin code.

Care was taken to make the code simple, readable, extensively commented. No cruft, no engine, just a game.
#gamedev #indiedev #odinlang
GitHub - alektron/ChunkMinerGame: Chunk Miner is a small but complete game, in less than 3200 lines of Odin code.
Chunk Miner is a small but complete game, in less than 3200 lines of Odin code. - alektron/ChunkMinerGame
github.com
March 23, 2025 at 5:15 PM
Reposted by Alex
some admittedly ambitious research for new project
March 10, 2025 at 4:56 PM
Not sure what's going on with my VR game all of a sudden.
This is more traffic than it got ever since I released it.
Well... I happily take it

alektron.itch.io/fear-of-fall...

#gamedev #indiedev #vrdev #vr
March 8, 2025 at 8:19 PM
My little game is almost finished and according to cloc it's just 3150 lines of code.
Not bad, considering that its only dependency is the #Odin standard library (stb_image and miniaudio).

#gamedev #indiedev
March 8, 2025 at 2:15 AM