So, I know - it's over for a while.
I have add sounds for the game
P.S: Thanks for sounds to https://www.filmcow.com/
https://gitlab.com/xolatgames/birdy-wants-crisps
On PeerTube: https://fediverse.tv/w/hTjZ9PLkmMt6tXNqUpbT9F
So, I know - it's over for a while.
I have add sounds for the game
P.S: Thanks for sounds to https://www.filmcow.com/
https://gitlab.com/xolatgames/birdy-wants-crisps
On PeerTube: https://fediverse.tv/w/hTjZ9PLkmMt6tXNqUpbT9F
Released a major update today, adding #speedrun mode to my #indie game BubbleByte!
https://store.steampowered.com/news/app/3499760/view/591768182357754412
Powered by Modern #cpp, #sfml, #sdl, and #imgui. Fully #OpenSource!
Today I decided to get rest, and have publish an update of my Birdy:
https://gitlab.com/xolatgames/birdy-wants-crisps
There's added new obstacles in code, rivers background tiles and some logic for future NPCs.
I'm loving the smooth trails this "ribbon" renderer creates! It dynamically builds a mesh from the ball's past positions. The faster it moves, the more opaque the trail becomes. Plus, it keeps spacing even unless there's a sharp turn!
The first step into procedural animations, hopefully to achieve more natural animations, it's the "look at position": the plan is allow the players to keep their eyes on the ball or on the aim position while performing other actions.
Over the past three weeks, I've focused on relearning Blender animation workflows and adding new engine features: animation blending, an improved lighting system (using the closest 4 spotlights), and material system support for specularity, Fresnel, and transparency. #SDL #gamedev #indiedev #solodev
So I just moved the #SDL3 #vala vapis to @Codeberg migrating from Github was actually pretty easy!
https://codeberg.org/edwood-grant/sdl3-vapi
I also added a new GPU rotating colored cube example. So this makes the whole thing a bit more complete .
I will probably just make the github repo either a mirror or just leave a message on top pointing the the actual repo in codeberg.
I mean it makes sense to have this project outside of big tech. I feel that, at least for me, is important.
Reviews like this remind me why I pour my heart into #gamedev. Every late night was worth it.
I was thinking of moving the #sdl3 #vala vapis onto ether sourcehut or codeberg...
I mean if the main objective is to really divest as much as possible from big tech, github must be one of those.
I was thinking to leave codeberg for public projects and pay of sourcehut for private repos. Makes sense in general.
I would probably leave a github mirror for the vapis for the sake of availability, but in the end just trying to divest as much as possible from US hosted tech.
FLOWBLADE 2.20 released. This powerful video editor now uses SDL2 video playback for Flatpak on all systems with MLT 7.30 or higher. But video playback for native Wayland without XWayland or for GTK4 does not currently seem possible with SDL.
iX-Workshop IEC 62443: IT-Sicherheit in der Produktentwicklung
IEC 62443 für industrielle Kommunikationsnetze – Wie Sie Ihre Produktentwicklung von Anfang an sicher und normenkonform gestalten.
Muahahaha! Working on the #sdl3 #vala Vapis
So, after changing a bunch of things in the vapis, pulling my hair understanding the SDL3 GPU (is this one of the easy ones? by the gods!), and ensuring things are actually working in the vapi.
But I finally did it. I got the SDL TTF GPU test program work on vala! It needs a ton of cleanup and put in comments, but it works!!! .
It took me a while because Graphics are hard to grasp, and also real life. I'll upload it as soon as I can. #gamedev #sdl
Ambiance festive au stand PVH après que Place d'âmes de @saraschneider a gagné le prix SFFF Suisse 2024.
Small perks of working a night shift, the quiet early mornings are a perfect time to work on some #gamedev
I've been debugging some GUI systems in preparation for a small demo.
GitHub - OpenRA/OpenRA: Open Source real-time strategy game engine for early Westwood games such as Command & Conquer: Red Alert written in C# using SDL and OpenGL. Runs on Windows, Linux, *BSD and Mac OS X. https://github.com/OpenRA/OpenRA #command-and-conquer #OpenSource #windows #GitHub #opengl #linux #macOS #game #sdl #C#
Woot! Managed to compile and run the first GPU sample in #sdl3 and #vala
It took me a while to fix some structs and stuff in the binding and understand better ownership of everything in vala, especially when pasing things like structs to arrays and whatnot.
But at least it works now! Not sure about leaks but oh well, I'll check later.
I'm going to rest now and later clean it all up and upload to the repo, but feel accomplished in making it work.
I'm getting clobbered trying to implement the #sdl3 #vala bindings GPU samples. I'm adapting/stealing them from TheSpyDog's SDL GPU samples github.
Not a graphics programmer and relatively new to vala, so its been interesting.
Was getting a crash and I forgot that I can debug the executables with GDB on terminal, which is nice.
Ran GDB, one look at the stack and the line of code and the solution was obvious lol. This happens because I'm a caveman and I rarely use a debugger.
A bunch of more news! From the #sdl3 #vala bindings workshop!
SDL_ttf has been implemented!
I even added a simple example that shows fallback emoji fonts!
This needs more examples though to really show how to use SDL_ttf on Vala with better feature like test engines, GPU and more.
Check it out here: https://github.com/edwood-grant/sdl3-vapi