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#ciderkit — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #ciderkit, aggregated by home.social.

  1. Just released the first (early) version of a new tweening package written entirely in #swift, which supports Swift 6 Strict Concurrency:

    CiderKit.Tween

    Full documentation and sample project available.

    More info here: github.com/chsxf/CiderKit.Tween

    #gamedev #swift6 #ciderkit

  2. Just released the first (early) version of a new tweening package written entirely in #swift, which supports Swift 6 Strict Concurrency:

    CiderKit.Tween

    Full documentation and sample project available.

    More info here: github.com/chsxf/CiderKit.Tween

    #gamedev #swift6 #ciderkit

  3. Some more progress with #CiderKit with the first UI you can actually interact with. Very basic for the moment, but it works!

    #spritekit #gamedev #swift

  4. Some more progress with #CiderKit with the first UI you can actually interact with. Very basic for the moment, but it works!

    #spritekit #gamedev #swift

  5. After having worked for so long on #CiderKit's tech, it's liberating to finally work on the gameplay side of things.

    It was fun, and I learned so much about #SpriteKit along the way, but it's just a different kind of fun.

    #gamedev

  6. After having worked for so long on #CiderKit's tech, it's liberating to finally work on the gameplay side of things.

    It was fun, and I learned so much about #SpriteKit along the way, but it's just a different kind of fun.

    #gamedev

  7. After several months working on other projects, I am slowly coming back to #CiderKit.

    I am currently working on an interactive placement of board pieces during gameplay. That involves ray casting positions on the map and dealing with asynchronous #Swift code (which I discover along the way).

    It's still a mess and a work in progress, but I'm always very pleased with my progress. Lighting even works!

    #gamedev #spritekit

  8. After several months working on other projects, I am slowly coming back to #CiderKit.

    I am currently working on an interactive placement of board pieces during gameplay. That involves ray casting positions on the map and dealing with asynchronous #Swift code (which I discover along the way).

    It's still a mess and a work in progress, but I'm always very pleased with my progress. Lighting even works!

    #gamedev #spritekit

  9. Today represents an important milestone as I started implementing basic interactions within the first game I will make with #CiderKit.

    One step after another, it will eventually allow me to make actual games.

    It's not much, but it's honest work!

    #gamedev #spritekit #swift

  10. Today represents an important milestone as I started implementing basic interactions within the first game I will make with #CiderKit.

    One step after another, it will eventually allow me to make actual games.

    It's not much, but it's honest work!

    #gamedev #spritekit #swift

  11. Following my recent #Blender experiments to speed up the creation of my assets, I tried how it would render directly in #CiderKit.

    I'll have to disable anti-aliasing from now on, but that was anticipated.

    Very pleased with the result.

    #SpriteKit #gamedev

  12. Following my recent #Blender experiments to speed up the creation of my assets, I tried how it would render directly in #CiderKit.

    I'll have to disable anti-aliasing from now on, but that was anticipated.

    Very pleased with the result.

    #SpriteKit #gamedev

  13. Following my recent #Blender experiments to speed up the creation of my assets, I tried how it would render directly in #CiderKit.

    I'll have to disable anti-aliasing from now on, but that was anticipated.

    Very pleased with the result.

    #SpriteKit #gamedev

  14. Spent a few hours this week-end to see if I could use #Blender to generate the custom maps I need for #CiderKit's rendering pipeline.

    I'm not there yet, but for a sunday afternoon, I'm quite pleased with the result. Should help me produce items way faster.

    #gamedev #SpriteKit #screenshotsunday

  15. Spent a few hours this week-end to see if I could use #Blender to generate the custom maps I need for #CiderKit's rendering pipeline.

    I'm not there yet, but for a sunday afternoon, I'm quite pleased with the result. Should help me produce items way faster.

    #gamedev #SpriteKit #screenshotsunday

  16. Spent a few hours this week-end to see if I could use #Blender to generate the custom maps I need for #CiderKit's rendering pipeline.

    I'm not there yet, but for a sunday afternoon, I'm quite pleased with the result. Should help me produce items way faster.

    #gamedev #SpriteKit #screenshotsunday

  17. New feature in #CiderKit

    Assets can be flipped horizontally to allow the reuse of the same sprites, including normal maps, for both directions.

    The main challenge was to make the lighting works. But it will provide a great boost in productivity for my games.

    #gamedev #SpriteKit #swift #screenshotsaturday

  18. New feature in #CiderKit

    Assets can be flipped horizontally to allow the reuse of the same sprites, including normal maps, for both directions.

    The main challenge was to make the lighting works. But it will provide a great boost in productivity for my games.

    #gamedev #SpriteKit #swift #screenshotsaturday

  19. New feature in #CiderKit

    Assets can be flipped horizontally to allow the reuse of the same sprites, including normal maps, for both directions.

    The main challenge was to make the lighting works. But it will provide a great boost in productivity for my games.

    #gamedev #SpriteKit #swift #screenshotsaturday

  20. Finally managed to make #ciderkit animation system work with its custom lighting pipeline in #spritekit

    Required a lot of refactoring as my first animation system was absolutely not up to the task, but really glad of this milestone.

    #screenshotsaturday

  21. Finally managed to make #ciderkit animation system work with its custom lighting pipeline in #spritekit

    Required a lot of refactoring as my first animation system was absolutely not up to the task, but really glad of this milestone.

    #screenshotsaturday

  22. Finally managed to make #ciderkit animation system work with its custom lighting pipeline in #spritekit

    Required a lot of refactoring as my first animation system was absolutely not up to the task, but really glad of this milestone.

    #screenshotsaturday

  23. Now that 2023 is here, I wrote a quick retrospective of the progress of my personal projects in 2022. Mostly #gamedev, #ciderkit and #spritekit

    Next stop: My 2023 roadmap.

    Enjoy!

    chsxf.dev/2023/01/08/7-a-look-

  24. Now that 2023 is here, I wrote a quick retrospective of the progress of my personal projects in 2022. Mostly #gamedev, #ciderkit and #spritekit

    Next stop: My 2023 roadmap.

    Enjoy!

    chsxf.dev/2023/01/08/7-a-look-

  25. Now that 2023 is here, I wrote a quick retrospective of the progress of my personal projects in 2022. Mostly #gamedev, #ciderkit and #spritekit

    Next stop: My 2023 roadmap.

    Enjoy!

    chsxf.dev/2023/01/08/7-a-look-