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
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
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
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
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
Added saving/loading to my game today.
Thanks to the whole game state being a relatively sane struct I simply write the memory buffer to disk and done.
Effectively a one liner.
Even stuff like the particle system Just Works™

#gamedev #indiedev #odin
February 27, 2025 at 7:14 PM
Make sure you don't run out of ore...

#gamedev #indiedev #Odinlang
February 10, 2025 at 9:00 PM
My little game project that I've been working on for a bit over a month is nearing its end.
A lot could still be improved but all the mechanics are there.
I'll probably give two more weeks for balancing and some polishing and then call it a day.

#Odin #Odinlang #gamedev #indiedev
February 9, 2025 at 8:51 PM
The drills movement which is fully descrete under the hood is now nicely interpolated for butter smooth motion.

#Odinlang #gamedev #indiedev #handmade
February 6, 2025 at 12:12 AM
Added a little particle system that collides with the terrain for some neat effects.

Written with Odin + D3D11

#Odin #Odinlang #gamedev #indiedev #graphics
January 31, 2025 at 8:10 AM
Minerals can now be sold and the money be used to buy several upgrades. For example drill strength to speed up drilling and allow mining of harder materials like rock.

Written from scratch with Odin + D3D11
#gamedev #indiedev #Odinlang
January 29, 2025 at 9:46 PM
You don't have to flip your textures for OpenGL

alek-tron.com/TextureOrigi...
January 29, 2025 at 7:10 PM
Another #Odinlang cheat sheet.

This one is for understanding the memory layout of Odin strings and how it relates to the concept of runes when iterating.

#Odin #dev
January 28, 2025 at 11:06 AM
Made this little cheat sheet for #odinlang pointer/slice/container types
January 26, 2025 at 9:17 PM
Maybe it's just me but that little counter rotation of the wheels, which is absolutely not a bug, kind of adds some character to the little guy.

I might just keep it.
#gamedev #indiedev #odin #odinlang
January 24, 2025 at 10:37 PM
Interesting. I got around using a callback by just doing this.
It makes the call site a two liner but gives me some more control.

In reality I have some more code to add clipping and a terrible looking ellipsis but if you can find a good maxWidth this works just fine.
January 24, 2025 at 9:32 AM
Added sound, a more dynamic drilling mechanic, world re-generation and a sky gradient.
You can also store a block and poop it back out.

From scratch in Odin + Direct3D11
#gamedev #indiedev
January 19, 2025 at 12:57 AM
We can also interpret the graph directly for debugging purposes. I never profiled that one since it doesn't really matter. Probably not too efficient.
January 13, 2025 at 9:59 AM
Some more progress on my little drilling game. I can now load .obj file so my driller now has an actual 3D model.

Written from scratch with Odin + Direct3D
#gamedev #indiedev
January 12, 2025 at 10:41 PM