Jakub Tomšů - making BEHEADER
jakubtomsu.bsky.social
Jakub Tomšů - making BEHEADER
@jakubtomsu.bsky.social
20. Solo indie gamedev, Custom game engines, Odin.
Working on a brutal retro FPS game with space warping

http://jakubtomsu.github.io
Pinned
Since I'm new to bsky, here is an old clip from my game BEHEADER.
It's a fast-paced retro FPS I've been working on. It's built on a custom game engine with #odinlang
sneak peek at new steam page art
May 8, 2025 at 2:03 PM
finished my implementation of irregular quad grids inspired by @oskarstalberg.bsky.social
March 19, 2025 at 5:11 PM
Reposted by Jakub Tomšů - making BEHEADER
Went down a rabbit hole implementing an optimization to brick rendering because I can't use "conservative depth" (not supported in Dawn currently :/).

(CD enables the early-z test even when writing depth in the fragment shader, as I do in brick rendering.)

What I concocted:

1/
November 19, 2024 at 1:03 AM
Reposted by Jakub Tomšů - making BEHEADER
made a rock cliff to relax. in #SubstanceDesigner again. using the colorizer I made for my quake projects at full res, to save a lot of time, so this isn't completely from scratch; just the heightmap is
November 18, 2024 at 7:39 AM
Reposted by Jakub Tomšů - making BEHEADER
Made an Odin Programming Language starter pack!

Let me know if you post about Odin and want to be included.

bsky.app/starter-pack...
November 14, 2024 at 12:37 PM
28 oct 2024 (late)

- added support for (animated) sprites to the renderer
- asset pipeline loads spritesheets and builds atlases + anims
- the non-uniform anim timeline is re-sampled at bake time into an uniform timeline for O(1) frame lookup
- mesh and sprite particles
27 oct 2024

- finished the asset system refactoring (!!)
- assets are separated into GPU and CPU side
- most assets will only need to get decompressed, no deserialization at all
- fixed copy&paste in the editor
- changed the fog shader
24 oct 2024
- working on improving the asset tooling
- loading sprites and animated sprites/spritesheets
- rect-packing the sprite rects into whatever many atlases is needed (WIP)
October 29, 2024 at 6:16 PM
for me it's literally like this
October 28, 2024 at 11:14 AM
27 oct 2024

- finished the asset system refactoring (!!)
- assets are separated into GPU and CPU side
- most assets will only need to get decompressed, no deserialization at all
- fixed copy&paste in the editor
- changed the fog shader
24 oct 2024
- working on improving the asset tooling
- loading sprites and animated sprites/spritesheets
- rect-packing the sprite rects into whatever many atlases is needed (WIP)
22 oct 2024
- added support for particle collisions
- particles can either bounce, stick or get destroyed on collision
- support for spawning particles with mouse on hit surface in editor
- UI tweaks and other minor changes
October 27, 2024 at 10:49 PM
Reposted by Jakub Tomšů - making BEHEADER
🔴 Live on twitch!

🎮 Sunday side-quest with GodotEngine

Join me 👇
twitch.tv/mreliptik
MrEliptik - Twitch
Sunday sidequest with Godot | !hyperslice !course !playtest
twitch.tv
October 27, 2024 at 3:18 PM
Reposted by Jakub Tomšů - making BEHEADER
Trying out SOKOL library for drawing 3D graphics, using Odin!

It seems like a fun and fairly low level way to create cross-rendering-API code.
October 26, 2024 at 7:24 PM
Usually the solution to fast iteration times is Hot Reloading system.
But it has a bunch of issues - data changes, debugger support, and makes working with libs difficult.

Instead I use a system of "Hot Saves" where I serialize part of the program state and reload it at startup
October 27, 2024 at 10:59 AM
Reposted by Jakub Tomšů - making BEHEADER
✨A new article: (Yet another) Introduction to quaternions!

I'm a mathematician, so my desires are unconventional and my perspective is skewed, but I hope it will be useful at least in some way 😅

I've also added a useful cheatsheet in the end 🥳

lisyarus.github.io/blog/posts/i...
(Yet another) Introduction to quaternions
lisyarus.github.io
October 26, 2024 at 6:47 PM
Reposted by Jakub Tomšů - making BEHEADER
finally put some clothes on the guy
#screenshotsaturday #picotron #gamedev
October 26, 2024 at 1:16 PM
Reposted by Jakub Tomšů - making BEHEADER
The only real algorithm on this site is "who's awake and posting at the same time as you."
October 26, 2024 at 8:28 AM
Reposted by Jakub Tomšů - making BEHEADER
A simple todo app written in Odin and Raylib github.com/GCodergr/tod... #odinlang #raylib #raygui #programming #coding
October 24, 2024 at 4:28 PM
i just opened bsky...
October 25, 2024 at 2:06 PM
24 oct 2024
- working on improving the asset tooling
- loading sprites and animated sprites/spritesheets
- rect-packing the sprite rects into whatever many atlases is needed (WIP)
22 oct 2024
- added support for particle collisions
- particles can either bounce, stick or get destroyed on collision
- support for spawning particles with mouse on hit surface in editor
- UI tweaks and other minor changes
October 24, 2024 at 8:57 PM
Since I'm new to bsky, here is an old clip from my game BEHEADER.
It's a fast-paced retro FPS I've been working on. It's built on a custom game engine with #odinlang
October 22, 2024 at 9:02 PM
22 oct 2024
- added support for particle collisions
- particles can either bounce, stick or get destroyed on collision
- support for spawning particles with mouse on hit surface in editor
- UI tweaks and other minor changes
October 22, 2024 at 8:56 PM
I've been posting the progress on my game every day on twitter for something over a month, I'm gonna try to share it here as well from now on...
October 22, 2024 at 8:55 PM
has anyone tried to import tweets to bluesky?
I'm considering doing that, or I could just re-post some of the cooler things as a regular post instead

www.wikihow.com/Import-Twitt...
How To Import Twitter To Bluesky: Follows and Tweets
Seamlessly move from Twitter to Bluesky with this handy guide If you're migrating from Twitter/X to Bluesky, the new platform can feel lonely until you find people to follow. Fortunately, there are to...
www.wikihow.com
October 22, 2024 at 6:07 PM
hello world
October 22, 2024 at 10:25 AM