Sven Bergström is a user on mastodon.gamedev.place. You can follow them or interact with them if you have an account anywhere in the fediverse. If you don't, you can sign up here.

Sven Bergström @_discovery@mastodon.gamedev.place

if you use and are on the code side, you should almost definitely have read this! A lot of the why, how and where, all turned inside out.

blaenkdenum.com/notes/unreal-e

--->

Been busy since my last visit!

We have SDL2 and PhysicsFS ported to the Nintendo Switch! If you have Switch access at developer.nintendo.com, hit me up for source code!

Also, I wrote a single-C-file, zlib-licensed OpenAL 1.1 implementation:

patreon.com/posts/project-mojo

I build these things with support from my patrons, so if you like these things, throw in a few dollars!

patreon.com/icculus/

hmm not what I was going for but still neat

"List blueprint assets by type from a path" in / - c++ code for c++ & blueprint use.

Useful for procedural generation, spawning things from lists and much more!

notes.underscorediscovery.com/

I'm grateful for the responses to this! sorry for the tweet link but I posted some analytics and stats if you're curious about that - twitter.com/___discovery/statu

I'm excited to finally have the new luxe engine website up, detailing what we've been up to with the engine!

You can see it all here! as always thoughts and feedback more than welcome

luxeengine.com

<3

I'm excited to finally have the new luxe engine website up, detailing what we've been up to with the engine!

You can see it all here! as always thoughts and feedback more than welcome

luxeengine.com

<3

Celeste came out today! It's a super tight platformer with a heart and an assist mode. It's out on PS4/Switch/Steam and tomorrow Xbox One.

=> celestegame.com

mastodon.gamedev.place/media/n mastodon.gamedev.place/media/k

I wrote over 4000 words about the game design of Golf Story from a mechanical consistency perspective!

notes.underscorediscovery.com/

You can read about it here. You don't have to have played, and no real spoilers.

mastodon.gamedev.place/media/W

I enjoy working in c++ in a portable codebase. Sometimes I'll spend a long time fighting with the language and compiler to achieve an elegant user facing API...

When I succeed I'm struck with the realization it's likely not portable/adds complexity, so I delete it (victoriously)

"A little bit of floating point in a memory allocator" by Jonathan Adamczewski (twoscomplement)

Talks about TLSF (Two Level Segregated Fit) memory allocators, using float tricks to implement. neat!

part 1: brnz.org/hbr/?p=1735
part 2: brnz.org/hbr/?p=1744

I'm looking for a full-time job. 10+ years work experience in graphics, pathtracing (CPU/GPU), light baking, C++.. Would love something with a slant of R&D. Preferably locally in Gothenburg, but always open to interesting suggestions. DM or LinkedIn (linkedin.com/in/andersjakoblin). Since this is my first post here this might also serve as my introduction :)

Re: @aras’s toot about Bitsquid / Stingray being EOLd.
The bitsquid blog is an invaluable, clearly written and extensive blog about that engine and was vital for me while learning about 3D engine design. I hope the team will be fine and wish all of them the best. bitsquid.blogspot.com

Hey, I just realized I could post here about a job opening we have in Stockholm. We're looking for a tech artist to do visual tech demos of Frostbite and to learn with us to then teach other artists how to best use the engine.

The last person we had in this role did this awesome scene we use every day, but we need more!

If you're interested or know someone that might be, please get in touch! 😊

mastodon.gamedev.place/media/6

I expect it to wait until the commands using it are done, but that was several hundred frames ago..

argh, why would GL be hanging onto buffer data indefinitely... Tried deleting and replace (with or without orphan nullptr trick), but it still just keeps climbing...