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r-lyeh @rlyeh@mastodon.gamedev.place

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@willnationsdev hey there :D I am working in commercial games mostly; in the mean time I maintain half hundred of open source libraries. I am also coding a generic 3D editor (mostly generic 3D+json in/output), a portable data pipeline (with Lua) and an unlicensed engine (in C). Here you have some old pics of an internal branch: mastodon.gamedev.place/media/d mastodon.gamedev.place/media/h mastodon.gamedev.place/media/h mastodon.gamedev.place/media/C

More pics here:

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, but for open source gaming tools.

Dedicated to all lawyers & legal departments worldwide around! :D


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Textured Sponza in 335 lines of code and 1 line of assembly pixel program: github.com/procedural/gl_porta

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dear imgui: a few weeks ago I resumed work on docking. Decided to rewrite my docking branch from scratch as it had too many issues. Now working on making docking v2 the one that will be released. (GIF: merging any window into another by holding SHIFT.)

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I created a discord channel for C (not C++! fuck that!) and graphics programming questions & talks, if you want to ask me questions or just want to chat about programming in general, hop in!


I made it unrestricted, hope it means you don't need an account to join!

How I am doing C reflection these days. This (4th) version is around 160 LOCs and yet it handles pointers and nested structs. Well, kinda.


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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:


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


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I made an example program that creates an alpha blended OpenGL context with borderless-window and imgui :) github.com/ands/borderless-win

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I have changed the license of the sokol headers (sokol-gfx and sokol-time so far) from MIT to zlib/libpng: github.com/floooh/sokol (cc @rlyeh )

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Hi I recently implemented a purely GPU based version to create ribbons/trails using OpenGL + Transform Feedback. I works well but I'm not super happy with the implementation. I'm looking for alternative ways and wondering if someone has done something similar? Some screenshots: imgur.com/a/of6tn

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Vokselia is the largest Minecraft map we've imported into Avoyd. It took a while to load but it worked!

We've open sourced the importer we used for this at github.com/dougbinks/enkiMI

@floooh what is the roadmap with sokol_gfx? do you plan to add vulkan, d3d12, gles support anytime soon? I'm tempted to give it a try :D also, do you think you could go dual licensed MIT/Unlicensed like @nothings does? TY!

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I just...
I just wanna build a nice and simple game engine from scratch to ship some games... just that

I have just switched from sphinx/doxygen/naturaldocs to a simpler approach. Ty @aras and Morgan :)