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#customengine — Public Fediverse posts

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

  1. Spent 2 hours trying to understand why my engine crashed at boot with #Vulkan validation layers.

    The final answer is:
    1. I use `-preserve-parameters` when compiling my Slang shaders.
    2. I have shaders that do not use gl_FragCoord.
    3. The validation layer generates instruments the SPIR-V shader that check for it (from what I understand?)
    4. Mesa crashes.

    Apparently such a bug was fixed 4 hours (!) ago in the validation layer repository, but only for vertex shaders for now.

    #customengine

  2. In a single week, I've been able to fix issues that were plaguing my GI for months, so here's a video to celebrate !

    Far from perfect, but muuuuch better than a few days ago :)

    #vulkan #customengine #graphicsprogramming

  3. Been working on a level editor integrated into my engine, so I can easily switch between the editor and gameplay. So far I've gotten most of the core features done, including a full undo/redo system, which works with all the fields in the editor
    #gamedev #customengine #screenshotsaturday #indiedev

  4. Been working on a level editor integrated into my engine, so I can easily switch between the editor and gameplay. So far I've gotten most of the core features done, including a full undo/redo system, which works with all the fields in the editor
    #gamedev #customengine #screenshotsaturday #indiedev

  5. Well this is exciting, I added the ability for different asset types to do custom renders for their display names, so actor templates can just show their sprites inside the picker and table UIs

    Wishlist Chronicles! chrongame.com

    #gamedev #imgui #customengine #wishlistwednesday

  6. Well this is exciting, I added the ability for different asset types to do custom renders for their display names, so actor templates can just show their sprites inside the picker and table UIs

    Wishlist Chronicles! chrongame.com

    #gamedev #imgui #customengine #wishlistwednesday

  7. Added colour tinting from the collision mesh's vertex colours, which is fairly cheap to do

    This is something I kinda wanted to do in unreal engine but I think isn't easily possible with it, but now that I'm making my own engine I can add whatever I want :BlobHajMlem:
    #gamedev #customengine #screenshotsaturday #indiedev

  8. Added colour tinting from the collision mesh's vertex colours, which is fairly cheap to do

    This is something I kinda wanted to do in unreal engine but I think isn't easily possible with it, but now that I'm making my own engine I can add whatever I want :BlobHajMlem:
    #gamedev #customengine #screenshotsaturday #indiedev

  9. Finally got the animation system mostly done for my engine. I added 1D blend spaces and transitions, and its all data driven. Creating my own file format and getting it all working was by far the toughest to implement, took about 3-4 days of painfully troubleshooting it
    #gamedev #customengine #IndieDev

  10. Finally got the animation system mostly done for my engine. I added 1D blend spaces and transitions, and its all data driven. Creating my own file format and getting it all working was by far the toughest to implement, took about 3-4 days of painfully troubleshooting it
    #gamedev #customengine #IndieDev

  11. Long overdue #ThrowbackTuesday Post! Side-by-side of a level from 1½ years ago when I considered a level editor for my #CustomEngine but decided against it. Same island now rebuilt with my newly finished editor & all the engine improvements since. What do you all think? #gamedev

  12. Long overdue #ThrowbackTuesday Post! Side-by-side of a level from 1½ years ago when I considered a level editor for my #CustomEngine but decided against it. Same island now rebuilt with my newly finished editor & all the engine improvements since. What do you all think? #gamedev

  13. Root motion is officially driving the physics simulation and the character can now collide with the world. And by "the world," I mean BALLS. #gamedev #indiedev #solodev #customengine

  14. Root motion is officially driving the physics simulation and the character can now collide with the world. And by "the world," I mean BALLS. #gamedev #indiedev #solodev #customengine

  15. 🍻 Fixed a (huge) bug in the calculation of the root motion rotation, and now I can celebrate with the first mocap animation I managed to re-target in Blender #gamedev #indiedev #solodev #customengine

  16. 🍻 Fixed a (huge) bug in the calculation of the root motion rotation, and now I can celebrate with the first mocap animation I managed to re-target in Blender #gamedev #indiedev #solodev #customengine

  17. Editor update! I thought I was done with it to be honest.. But I caught a flaw in how I add new Placeables, which made it quite annoying to expand the pool. I took the time to refactor that and now it’s truly done! All pre-editor features have been ported and the light levels have also been upgraded. Back to gameplay soon! #gamedev #solodev #customengine

  18. Editor update! I thought I was done with it to be honest.. But I caught a flaw in how I add new Placeables, which made it quite annoying to expand the pool. I took the time to refactor that and now it’s truly done! All pre-editor features have been ported and the light levels have also been upgraded. Back to gameplay soon! #gamedev #solodev #customengine

  19. I've been playing with Graphviz to automatically layout my render graph debug, and the side effect is that I can create a graph representation of how a frame gets rendered in my engine!

    First image is the Graphviz result, and second is the debug window inside the engine (which already existed before)

    #customengine #graphicsprogramming #vulkan

  20. By chance, I may have created the first piece of a survival game by assembling Polyhaven meshes.
    #indiedev #gamedev #customengine #polyhaven

  21. My editor is ready and I'm having a blast going through my old levels! Before this, everything was locked to a chunk grid, so things like ledges smaller than a chunk were nearly impossible. Now I have so much more flexibility and creative options! #gamedev #customengine #rpg

  22. My editor is ready and I'm having a blast going through my old levels! Before this, everything was locked to a chunk grid, so things like ledges smaller than a chunk were nearly impossible. Now I have so much more flexibility and creative options! #gamedev #customengine #rpg

  23. The new in-game UI is finally taking shape: core elements like images (with optional 9-slicing), text, and buttons are now working 🥳 I've also built a flexible layout system where each component can define its anchor point relative to its parent container #screenshotsaturday #solodev #indiedev #customengine

  24. The new in-game UI is finally taking shape: core elements like images (with optional 9-slicing), text, and buttons are now working 🥳 I've also built a flexible layout system where each component can define its anchor point relative to its parent container #screenshotsaturday #solodev #indiedev #customengine

  25. Editor development continues! Running about a weekend behind schedule, but I'm still really happy with the progress. I've knocked out tons of background integration and polishing tasks. Really feeling the 80% in 20% of the time and all that. Only missing a few key tools now like 'pick similar' and Tile47 tiling. Here's a quick demo of the Tile16 tool and test play in action!

    #gamedev #solodev #customengine

  26. Editor development continues! Running about a weekend behind schedule, but I'm still really happy with the progress. I've knocked out tons of background integration and polishing tasks. Really feeling the 80% in 20% of the time and all that. Only missing a few key tools now like 'pick similar' and Tile47 tiling. Here's a quick demo of the Tile16 tool and test play in action!

    #gamedev #solodev #customengine

  27. Made solid progress on the Uncounted Isles Editor! 🛠️

    Fixed lingering engine issues, upgraded the UI system with proper text input support, and nearly finished all core editor systems. Added layers for scene organization & groundwork for more scene element types. Anyway, here's test footage of me fooling around.

    #gamedev #solodev #customengine

  28. Made solid progress on the Uncounted Isles Editor! 🛠️

    Fixed lingering engine issues, upgraded the UI system with proper text input support, and nearly finished all core editor systems. Added layers for scene organization & groundwork for more scene element types. Anyway, here's test footage of me fooling around.

    #gamedev #solodev #customengine

  29. Enemy AI is still my #gamedev nemesis😅 Faced reusability issues with my last approach, so gave Behavior Trees another shot. Thanks to #BeeHave Godot Plugin, BTs finally clicked! So I built my own BT library for my #customengine, featuring a type-safe blackboard & basic debug view.

  30. Enemy AI is still my #gamedev nemesis😅 Faced reusability issues with my last approach, so gave Behavior Trees another shot. Thanks to #BeeHave Godot Plugin, BTs finally clicked! So I built my own BT library for my #customengine, featuring a type-safe blackboard & basic debug view.

  31. Released version 0.19.2 of #Lisien, the time-traveling rules engine for systemically complex life simulation games.

    This release adds the ability to run Lisien with no database, nor any files open at all. It's mainly useful for testing Lisien itself--but could be of use in testing your game, too.

    It also fixes the string store, so you can change what strings are in it within the Python interpreter, if you want.

    Get it in your Python interpreter: python -m pip install -U lisien elide

    Or on Itch: clayote.itch.io/lisien/devlog/

    #gameDev #customEngine #lifeSim #lifeSimulation

  32. Released version 0.19.2 of #Lisien, the time-traveling rules engine for systemically complex life simulation games.

    This release adds the ability to run Lisien with no database, nor any files open at all. It's mainly useful for testing Lisien itself--but could be of use in testing your game, too.

    It also fixes the string store, so you can change what strings are in it within the Python interpreter, if you want.

    Get it in your Python interpreter: python -m pip install -U lisien elide

    Or on Itch: clayote.itch.io/lisien/devlog/

    #gameDev #customEngine #lifeSim #lifeSimulation

  33. Released version 0.19.2 of #Lisien, the time-traveling rules engine for systemically complex life simulation games.

    This release adds the ability to run Lisien with no database, nor any files open at all. It's mainly useful for testing Lisien itself--but could be of use in testing your game, too.

    It also fixes the string store, so you can change what strings are in it within the Python interpreter, if you want.

    Get it in your Python interpreter: python -m pip install -U lisien elide

    Or on Itch: clayote.itch.io/lisien/devlog/

    #gameDev #customEngine #lifeSim #lifeSimulation

  34. Released version 0.19.2 of #Lisien, the time-traveling rules engine for systemically complex life simulation games.

    This release adds the ability to run Lisien with no database, nor any files open at all. It's mainly useful for testing Lisien itself--but could be of use in testing your game, too.

    It also fixes the string store, so you can change what strings are in it within the Python interpreter, if you want.

    Get it in your Python interpreter: python -m pip install -U lisien elide

    Or on Itch: clayote.itch.io/lisien/devlog/

    #gameDev #customEngine #lifeSim #lifeSimulation

  35. Just tackled some engine maintenance e.g. hunting down memory leaks and tightening frame pacing. Not visually exciting but necessary work. The only visual update: teaching my physics engine to handle stairs as slopes for smoother movement!

    #indiegamedev #indiegame #customengine

  36. Just tackled some engine maintenance e.g. hunting down memory leaks and tightening frame pacing. Not visually exciting but necessary work. The only visual update: teaching my physics engine to handle stairs as slopes for smoother movement!

    #indiegamedev #indiegame #customengine

  37. Released version 0.19.1 of #Lisien, the time traveling rules engine for making life sim games.

    This is a bugfix release. The biggest bug was that big rules weren't resetting the time at the end of planning blocks, which meant that if you had a big rule that set a lot of things to traveling, such as the pathfind example, they would wait for each other to finish travel before starting their own, which would take a really long time.

    Get it in your #Python interpreter: python -m pip install --upgrade lisien elide

    Or on Itch: clayote.itch.io/lisien/devlog/

    #lifeSim #lifeSimulation #gameDev #customEngine

  38. Released version 0.19.1 of #Lisien, the time traveling rules engine for making life sim games.

    This is a bugfix release. The biggest bug was that big rules weren't resetting the time at the end of planning blocks, which meant that if you had a big rule that set a lot of things to traveling, such as the pathfind example, they would wait for each other to finish travel before starting their own, which would take a really long time.

    Get it in your #Python interpreter: python -m pip install --upgrade lisien elide

    Or on Itch: clayote.itch.io/lisien/devlog/

    #lifeSim #lifeSimulation #gameDev #customEngine

  39. Released version 0.19.1 of #Lisien, the time traveling rules engine for making life sim games.

    This is a bugfix release. The biggest bug was that big rules weren't resetting the time at the end of planning blocks, which meant that if you had a big rule that set a lot of things to traveling, such as the pathfind example, they would wait for each other to finish travel before starting their own, which would take a really long time.

    Get it in your #Python interpreter: python -m pip install --upgrade lisien elide

    Or on Itch: clayote.itch.io/lisien/devlog/

    #lifeSim #lifeSimulation #gameDev #customEngine

  40. Released version 0.19.1 of #Lisien, the time traveling rules engine for making life sim games.

    This is a bugfix release. The biggest bug was that big rules weren't resetting the time at the end of planning blocks, which meant that if you had a big rule that set a lot of things to traveling, such as the pathfind example, they would wait for each other to finish travel before starting their own, which would take a really long time.

    Get it in your #Python interpreter: python -m pip install --upgrade lisien elide

    Or on Itch: clayote.itch.io/lisien/devlog/

    #lifeSim #lifeSimulation #gameDev #customEngine

  41. Just released version 0.19.0 of #Lisien, the time-traveling rules engine for life simulation games in #Python.

    This release switches the default storage engine to #ParquetDB. In practice, game history takes around 1/20 as much of your hard drive as it did with SQLite.

    I did a lot of refactoring for this release, finding and fixing loads of mysterious crashes.

    Get it in your Python interpreter with python -m pip install lisien elide, or download on #itchio: clayote.itch.io/lisien/devlog/

    #lifeSim #lifeSimulation #gameDev #customEngine

  42. Just released version 0.19.0 of #Lisien, the time-traveling rules engine for life simulation games in #Python.

    This release switches the default storage engine to #ParquetDB. In practice, game history takes around 1/20 as much of your hard drive as it did with SQLite.

    I did a lot of refactoring for this release, finding and fixing loads of mysterious crashes.

    Get it in your Python interpreter with python -m pip install lisien elide, or download on #itchio: clayote.itch.io/lisien/devlog/

    #lifeSim #lifeSimulation #gameDev #customEngine

  43. That magical moment where you don't know the difference between bug or feature (AKA Jack Sparrow's run generator)

    #customengine #gamedev #indiedev #solodev

  44. That magical moment where you don't know the difference between bug or feature (AKA Jack Sparrow's run generator)

    #customengine #gamedev #indiedev #solodev

  45. Accidental glitch art when trying to reproject screen probes

    (heavily compressed gif to fit in toot)

    #Vulkan #CustomEngine