o:tone
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itsdanott.bsky.social
o:tone
@itsdanott.bsky.social
460 followers 270 following 120 posts
making lofi games in custom engines using odin-lang | c99 | c++ currently working on a dark medieval stealth game
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Reposted by o:tone
Improved grass now includes the generation of dead/dry leaves 🍂 #screenshotsaturday
Setting the motion quality of moving body to linear helped with the tunneling.

There are still issues with too many stacked bodies pushing each other through the ground but that's a rather unrealistic scenario in terms of gameplay.

Overall I'm really happy with Jolt already ❤️

#indiedev #gamedev
It's still a lot work ahead, I need to adjust my asset data structures and there are some tunnelling issues. I suspect these might related to my update loop.

But all in all I really enjoyed the jolt integration so far - it worked almost flawless for both macOS and windows platforms.
Reposted by o:tone
Improved consistency of quat→euler conversion for continuous editing in editor UI sliders:

Took a while and now uses a relatively robust Yaw-Pitch-Roll (YXZ) rotation order.

Still not perfect but good enough for now so I can tackle gizmo rotation next.

#indiedev #gamedev #psx #ps1 #customengine
Reposted by o:tone
It’s a work-in-progress
I finally switched to full quaternion based rotations for the entities in my engine
This step might seem trivial, but I was avoiding them for quite some time and kept using eulers angles
For now it only works in ui need to tackle the gizmo next!

Btw the new dagger came in handy as a testing object❤️
Tonight's quick photobash modeling:
Don't get me wrong on this: CLion is a great tool and I am still convinced and happy to use it as there is no true comparable alternative for cross platform c++ dev! But I am highly concerned by recent shift towards AI. A lot of software got worse and drastically lost quality after AI was introduced
At least after you’ve disabled all AI features in the payed version it seems to be relatively fine - but the distrust stays that this could changed at any time.
to lean fully towards the new “full AI code assistant vibe code workstation” direction. AI might have it place but the way they enforce it upon the users and make it harder to dodge is a bit too much in my opinion.
It began with the decision to make certain AI features Opt-Out rather than Opt-In, having to check the plug-ins for silently added and enabled new ones that involve AI after updating and the general distrust in the product that you sense when noticing how the direction JetBrains are aiming for seems
I wish there was a light IDE alternative - ideally open source - without the AI bs but still at a sweet middleground between the TUI editors, simplistic gui editors like Sublime and full fledged IDEs like CLion/VS
(No VS Code is not an option)
Okay, that matches my experience - too bad -.- I really like the sides that CLion does well, refactor and re-format features and that it's essentially a cmake wrapper - but all the recent development towards AI enshittification makes it hard to stay..
@sosowski.bsky.social feel ya-how does nvim work for you? Whenever I take the effort to start learning it I stop after a few hours as the sheer amount of config and learning curve distracts me too much(even with lazyvim).

So far in regards to tui editors Helix has been a bit more accessible to me.
A software rendering renaissance would be an appropriate response to the mess that is the current graphics API landscape.

For lo-fi games performance would not be big of an issue as nowadays we have SIMD and lots of cores.
Reposted by o:tone
喰らえ、エルドリッチ・アボミネーション……【FUCK-OFF DEATH LASER!】
Reposted by o:tone
this week's transmission: ornate ceilings, neglected floors
The shadow map topic is a deep rabbit hole. If performance gets an issue there's a lot of more options, for instance separating static and dynamic geometry.

And: actually re-rendering only those cubemap faces of which the frustum intersects with the camera's view frustum.

But for now it's fine.
Finally fixed the shadow map situation - now the maps are only re-rendered if anything has actually changed inside their frustum or if the light source itself was updated.

Also I worked on scaling and rotating entities via gizmo handles. Still pretty basic, but it's slowly getting there.

#indiedev
Reposted by o:tone
day & night - City of Suaqar
#gamedev #psx #ps1
Reposted by o:tone
"lofi" graphics idea:

render each character & object in right place at right size with wrong FOV/camera-distance for uncanny effect

render each character/object to separate offscreen buffer & blit back to introduce Z artifacts

snap character/object to camera-relative angles for fake sprite effect
I did not tackle it yet - but I plan a system to detect changes like moving entities etc around light sources, specifically inside the 6 frustums used to render the shadows of a point light. I then would force updating those specific shadow maps.