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#flecs — Public Fediverse posts

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

  1. UI Slots are now seperated from user data, they provide a middle layer between uis and items/others! This separation makes it much easier to work with.
    #gamedev #zoxel #flecs

  2. Amongst the refactors, I added the particles for aura skills, this will show the range of the aura that will damage enemys!
    #zoxel #flecs #gamedev

  3. Finally got around to refactoring my hierarchys to use Flecs based parenting. Should result in less weird memory bugs on lesser platforms, been testing windows builds :) Was tricky too refactor!!! Also benefiting my prefabs! #flecs #zoxel #gamedev

  4. The new pause screen, I have tried cleaning up the UI more and maximizing contrast! #gamedev #screenshotsunday #flecs #zoxel #indiegame

  5. More progress on render textures! Proper scaling and transform systems for layouts.. the old 2D shader code didn't use transform matricies, just basic position2 datas.
    #gamedev #zoxel #flecs

  6. Editor component labels now update in real-time! it's now very good at analyzing my games #flecs data.

    #gamedev #zoxel

  7. Ive been coding on my linux phone! Added new icons for touch buttons 🧐️ and fixed some bugs

    #gamedev #flx1s #linux #foss #flecs #zoxel

  8. I have seperate sides octree which now properly go all the way down. While digging, we just use optional children use for the voxel octree. This keeps side data more defined (than voxel data) but also spatially aware for speed.
    #flecs #gamedev #screenshotsaturday

  9. Step by step, the land remembers itself. Now it learns to contain itself. Town walls rise, maps fold inward, and something vast coils tighter as Zoxel’s world pretends it was always meant to be this way.

    #gamedev #flecs #zoxel #voxel

  10. The biome maps are awake.
    Generation is now hooked in - patterns whispering from the deep, topology folding into sanity adjacent order.
    The world dreams itself into existence.
    #flecs #zoxel #voxel

  11. HeightMaps (including chunk2s) now spawn and generate separately!

    #gamedev #voxel #flecs

  12. Progress on dungeons!! a dungeon is just a home for monsters after all~ #gamedev #zoxel #voxel #flecs

  13. No more bugs!!! Breaking Crashes are gone! Yussss letzzgooooo!!! #gamedev #zoxel #voxels #flecs

  14. @ajmmertens You are such a vital part to the ECS paradigm and your consistency of keeping releases coming is something I'm very envious of, great stuff!

    #flecs is not just a FOSS Library, it's a genuine game dev tool with the HTML Server features. Being more than just a library or just a feature is a rare thing.

  15. Something small, I refactored windows with a Body panel, and refactored the window raycast trigger (window layer stack) to work on header/body uis.

    #gamedev #100daysofgamedev #voxel #flecs

  16. Voxel's now use colors for their textures, npcs now have names, particles can be transparent and many more new things :) working on inventory game systems atm #gamedev #voxel #zoxel #flecs #100daysofgamedev

  17. I've finally started fleshing out game systems, damage aura now adds dot entities onto enemies! This modularity and ease of flecs makes it fun to build game-play :) #gamedev #indiegame #flecs

  18. Been working on my own game engine again more recently and decided to make a blog post detailing the work I've done so far (hot-reloadable C++ and shader code, testbed project gluing various existing libraries together with a nice API via an ECS) and near future goals (parallel dual update loop to improve input latency whilst maintaining deterministic fixed update logic, multi-threading focus). Hope others find it interesting!

    eilu.me/en/blog/starting-a-per

    #BlogPost #ECS #Flecs #JoltPhysics #GameDev

  19. Been working on a massive refactor of my game using #GDExtension and #flecs. Got most of the gameplay functionality working again, just a few behavior parts left to port!

    #GameDev #IndieDev #GodotEngine