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Here's Tangerine, my main personal project: github.com/aeva/tangerine

This is a CSG system built around composing signed distance functions in Racket. These are translated to an evaluator that can be ran on the CPU, and generated shaders for fast rendering. Models can be rendered in real time, or exported to common file formats for other purposes like 3D printing.

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ok. i have two mastodon accounts i'm planning on using now:

mastodon.social/@aeva is where i'll post everything, and be more likely to follow back

mastodon.gamedev.place/@aeva is where i'll post the "gamedev" subset of all that (math, Tangerine, etc)

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grumbling about flat design 

I really hate the new dark theme in visual studio 2022, what a step down from 2019's. Thankfully someone ported the old theme forward, but still.

Why are UI designers so dead set on removing any and all visual clarity? 😠

RT @ChrisGr93091552@twitter.com

Explored github copilot,a paid service, to see if it encodes code from repositories w/ restrictive licenses.

I checked if it had code I had written at my previous employer that has a license allowing its use only for free games and requiring attaching the license.
yeah it does

twitter.com/ChrisGr93091552/st

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I was planning on working on Tangerine today (because work holiday), but I couldn't decide what I wanted to do so I spent a few hours drafting up a vague project roadmap instead.

I put it here if anyone is interested: gist.github.com/Aeva/ab8c18201

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While the layout was rough and completely untested, it gave us a foundation to start tweaking and building on.

Oh also, before all of this, I had some staple areas that I had already built that continued their way through most all iterations, like the park.

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some people call it "TODO" instead of "wtf", but "wtf" is one character shorter! Efficiency! Productivity!

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Ooh, exports to .obj files...
It's a short step to a 3Dprint...🤔

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It has been a while since I posted an update.

While still working on background stuff, I continued iterating on content. I needed a snowy version of the environment, so I adjusted the tile style and added falling snowflakes. 😊

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A lot of core gameplay added in today! Line of sight for enemies, picking up eggs, switch/door toggles, "death" state, "win" state, and rewinding turns when you "die". Still very rough looking and temporary graphics and such, but it's coming along! :3

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In Dogs Throwing Swords II, choose and guide a team of three dogs, and lead those best friends to victory over the devil ORELIA! Each dog has its own unique strengths. Avoid enemy attacks and maximize your firepower by shifting and rotating your dogs
lilyv.itch.io/dogsthrowingswor

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Everyone wants to talk about sentience, but I'd be pretty happy if my diffusion model would just generate some sane cat pictures.

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Also, here is a debug view that annotates the voxels with color to indicate which regions share the same shader. The overlay window shows that there are 362 unique shaders used to render the view, and some of these are quite simple and some are quite complex. By complete coincidence, the water region still ended up blue.

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I have questions for any gamedev who has ever used Tiled mapeditor.org about the ways to use it and the conventions expected from other tools

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