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0x0961h

@0x0961h@mastodon.gamedev.place
mastodon 4.7.3
  • Open on mastodon.gamedev.place

Programmer, here to chew bubble gum and do #gamedev for fun. And as you can see, I'm not chewing any gum.

At the moment playing around with #Odin and #SDL3 making game engines in my free time. I also dislike YT devlogs, but you can always try to surprise me.

I rant a lot about gamedev-related things in-between posts about my project, you have been warned.

ai slop bores me.

288 Followers
30 Following
49 Posts
Joined December 21, 2022
Blog:
https://0x0961h.neocities.org/
Itch.io:
https://0x0961h.itch.io/
BlueSky:
https://bsky.app/profile/0x0961h.bsky.social
Open post
0x0961h @0x0961h@mastodon.gamedev.place
· 1w ago
Saw a post from animator who said that he didn't like the Blender workflow, so he "ended up making his own software". Looked inside. On one of the screenshots saw "ComfyUI". He sells it for 10 bucks now because other artists are so flabbergasted now that dude made his own software for this and want it too. Not a single question about vibe code. Days without me seeing artists en-masse forgetting about "ai is bad" when it comes to vibecoded software that does what they want: 0
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Open post
0x0961h @0x0961h@mastodon.gamedev.place
· 1mo ago

ngl, all this retro gamedev'ing happening in my timeline makes me want to explore pascal dos #gamedev a bit more and then make a random blog post about it with zero (zero-x i'd even say, haha... please laugh) creditability just because i can

mastodon.gamedev.place

Gamedev Mastodon

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Open post
0x0961h @0x0961h@mastodon.gamedev.place
· 3w ago

after walking through the whole process of making 3D asset for human model, with rigging, weight painting and other stuff, i should apologize to 2D for me being harsh about its complexity

you are cool, 2D
your perspectives still suck, though

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Open post
0x0961h @0x0961h@mastodon.gamedev.place
· 4mo ago
Replying to
@dome@social.ztfr.eu @jargoggles@kolektiva.social @eniko@mastodon.gamedev.place (Non-ethical) problem with vibe code is that while you might find ai useful for _producing_ code, it's not useful for _supporting_ it. Just like ai "artist" can't fix slop because they have no idea how light works, how clothes works, and fixing ai "art" with ai just makes a new image leaving nothing from the old iteration.
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Open post
0x0961h @0x0961h@mastodon.gamedev.place
· 4mo ago
Replying to
@dome@social.ztfr.eu @jargoggles@kolektiva.social @eniko@mastodon.gamedev.place Your problem is that it's "good enough" in your non-programmer eyes. For now. And then you'll find yourself wondering why it 100%s your GPU in idle. And then starts the "burning through tokens trying to add more features or fix old stuff that suddenly was overwritten during ai hiccup" dance.
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Open post
0x0961h @0x0961h@mastodon.gamedev.place
· 4mo ago
Replying to
@dome@social.ztfr.eu @jargoggles@kolektiva.social @eniko@mastodon.gamedev.place Why do you think code slop is any different from art slop? It's the same LLM technology under all this crap about productivity no one asked for.
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Open post
0x0961h @0x0961h@mastodon.gamedev.place
· 1mo ago

Just watched an "in-depth" view of frame render of a game. And dude said: "Now, normally a game would use a depth buffer, where it stores how far from the screen each pixel is [..] but Animal Well doesn't use a depth buffer and uses order of vertices [..] which is a little bit uncommon and might be unintentional"

This is exactly why programmers obfuscate code, so incompetent people wouldn't be talking out of their arse about things they don't understand but have such strong opinions.

#gamedev

mastodon.gamedev.place

Gamedev Mastodon

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Open post
0x0961h @0x0961h@mastodon.gamedev.place
· 1mo ago

i'm a simple youtube viewer when it comes to #gamedev devlogs

i hear someone uses a discord notification sound in their video

i downvote their video and block their sorry ass on every platform possible and curse their game to never reach the 10% wishlist-to-purchase conversion

mastodon.gamedev.place

Gamedev Mastodon

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Open post
0x0961h @0x0961h@mastodon.gamedev.place
· 4mo ago
Replying to
@eniko@mastodon.gamedev.place Heey, happy birthday! 🥳🍰
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Open post
0x0961h @0x0961h@mastodon.gamedev.place
· 5mo ago
Replying to
@eniko i like how it looks, this slight shadow on the edges is a good touch
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Open post
0x0961h @0x0961h@mastodon.gamedev.place
· 5mo ago
Replying to
@cutesobri Start small and focus on making a complete game, figuring out the progress and finding weak spots and strengths of you and your team during that. No, "small" doesn't mean "make 10000 boring games", but scope of your first games should be extremely small, something that you'll be able to finish.
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Open post
0x0961h @0x0961h@mastodon.gamedev.place
· 6mo ago
Replying to
@eniko@mastodon.gamedev.place I am still recovering from that 64kb FPS game, Eniko
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Open post
0x0961h @0x0961h@mastodon.gamedev.place
· 5mo ago
Replying to
@eniko@mastodon.gamedev.place crt blur is really doing its job in here, eh!
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Open post
0x0961h @0x0961h@mastodon.gamedev.place
· 5mo ago
Replying to
@vga256 i love minidiscs so much
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Open post
0x0961h @0x0961h@mastodon.gamedev.place
· 4mo ago
Replying to
@eniko@mastodon.gamedev.place You're just a left-behind hater. 😒 /s
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Open post
0x0961h @0x0961h@mastodon.gamedev.place
· 6mo ago
Replying to
@VampirePenguin@mastodon.social @eniko@mastodon.gamedev.place There are only few devlogs/postmortems that I enjoy rewatching and this project's PM is exactly that.
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Open post
0x0961h @0x0961h@mastodon.gamedev.place
· 6mo ago
Replying to
@kaliranya@vtuber.house Because they've spent 15 bucks on the game and want it to be forever game, like, you know, That One Voxel Game That Was Designed To Be Infinite(tm). Measuring games by their playtime a.k.a. "WELL HOLLOW KNIGHT IS 40 HOURS LONG AND IT'S ONLY 20 BUCKS, WHAT DO YOU MEAN YOUR GAME IS 20 BUCKS, BUT ONLY 8 HOURS LONG?????" is a plague of gaming culture.
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Open post
0x0961h @0x0961h@mastodon.gamedev.place
· 6mo ago
Replying to
@catsalad boosted and favourited 😎
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Open post
0x0961h @0x0961h@mastodon.gamedev.place
· 5mo ago
Replying to
@eniko@mastodon.gamedev.place oh fuck yes
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Open post
0x0961h @0x0961h@mastodon.gamedev.place
· 5mo ago
Replying to
@eniko@mastodon.gamedev.place petition to call one of the dungeon "The Crumnchy" ✋
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Open post
0x0961h @0x0961h@mastodon.gamedev.place
· 5mo ago
Replying to
@eniko I feel attacked right now. >:( /j
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Open post
0x0961h @0x0961h@mastodon.gamedev.place
· 5mo ago
Replying to
@grono@mastodon.com.pl Odin as is has all you need for game development out of the box: aformentioned Raylib, SDL, OpenGL, math, etc. For editor I use VSCodium with Odin Language Server and Formatter. Works like a charm.
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Open post
0x0961h @0x0961h@mastodon.gamedev.place
· 5mo ago
Replying to
@grono@mastodon.com.pl Not yet on 3D "grind", but I use Odin and SDL3 for 2D and I plan to expand my engine to 3D. Raylib is good if you have, like, super basic stuff, native OpenGL is also there, native Vulkan works perfect. I'm deep in SDL3, so I can suggest it if you want a sweet spot of "more than OpenGL limitations, but less than Vulkan bloat". And also Odin, others already mentioned it, but I find it the most fun language at the moment.
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Open post
0x0961h @0x0961h@mastodon.gamedev.place
· 5mo ago
Replying to
@oblomov@sociale.network @eniko@mastodon.gamedev.place @foone@digipres.club sadly these days the choice of social network for many is almost religious kind of question, so they will see it as heresy when you say something works better and attack you anyway it's also not hip (it doesn't look like twitter 100%) and hard to use (choosing instance requires user to have ability to think and ex-x users prefer to delegate it to billionaires who know what's best for them)
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Open post
0x0961h @0x0961h@mastodon.gamedev.place
· 5mo ago
Replying to
@eniko@mastodon.gamedev.place but Eniko, we asked them not to do bad and wrong things! /s
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Open post
0x0961h @0x0961h@mastodon.gamedev.place
· 5mo ago
Replying to
@ahmetkkeles@mastodon.social Oh thank you! :D You and me both, I spent 30 minutes playtesting it before shipping and it was mostly me just clicking randomly hoping it'll switch properly this time. 😅
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Open post
0x0961h @0x0961h@mastodon.gamedev.place
· 5mo ago
Replying to
It's not you who completed this challenge of going through 2-3 days making a game. It's all those mega-corporations who sell you fucking tokens and burn our environment, so you can create a sloppy HTML5 bullshit.
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Open post
0x0961h @0x0961h@mastodon.gamedev.place
· 5mo ago
Replying to
I scroll through Ludum Dare and I see so many sloppily made by something like Claude or ChatGPT or fucking Google Gemini entries, that are not even remotely interesting. It's like they just asked "hey can you make me a game for game jam" and then just copypasted the response itch.io and called it a day. Why? For what? It's a fucking game jam. No one's gonna pay them money. No one's gonna buy their game or add their other projects into wishlists.
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Open post
0x0961h @0x0961h@mastodon.gamedev.place
· 5mo ago
Replying to
Ludum Dare and other similar game jams are for humans to sit the fuck down and do game in two-three days. What's the point of asking "daddy Grok" to make you a fucking game if the game that will be produced is not even yours? You asked to come up with the whole concept, you asked to make art for it, you asked to make sound for it, you asked to make music for it, and you asked to program that shit for it. It's not your game by any means.
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Open post
0x0961h @0x0961h@mastodon.gamedev.place
· 5mo ago
Replying to
@queenofsquiggles@transfem.social I personally will only support Windows and Linux because those are the OSes I can easily develop and test on, plus I know that my stack works on it. MacOS and its exotic graphics API sounds like a hassle to support out of the box, honestly.
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Open post
0x0961h @0x0961h@mastodon.gamedev.place
· 6mo ago
Replying to
@hardpenguin13 As a game designer, I'm not interested in any random input from players until I explicitly ask for one (e.g. during playtesting to see if mechanics and game are working as intended). Until then, it's my game and no one knows how to make it "better" (even me). Not only that, but a lot of advises players give actually can force your game to become far less interesting or even worse -- become a clone of something people already know and compare your game to.
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Open post
0x0961h @0x0961h@mastodon.gamedev.place
· 6mo ago
Replying to
@hardpenguin13 If I make a puzzle game on a grid, people might come to me and say to do something like it's in Baba Is You. It might be useful. Or might just turn my game into Baba Is You. Game development, just like storywriting, art and other creative endeavours are not crowdsourced, there are people with intentions behind every decision. Ask what player want and they'll just tell you that they want the more of the same games they like, because they never experienced _your_ game.
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Open post
0x0961h @0x0961h@mastodon.gamedev.place
· 6mo ago
Replying to
@hardpenguin13 Speaking of playtesting and feedback 1) https://youtu.be/9Yomqk0C6kE?t=714 2) https://alexiamandeville.medium.com/how-to-ignore-playtesting-feedback-to-improve-your-game-f7238af55c3f

Valve's "Secret Weapon"

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Open post
0x0961h @0x0961h@mastodon.gamedev.place
· 6mo ago
Replying to
@hardpenguin13 Because what is "better" in this context?
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Open post
0x0961h @0x0961h@mastodon.gamedev.place
· 6mo ago
Replying to
@hardpenguin13 Try to please everyone and you will please no one. Say, I'm making a puzzle game. It's gonna be boring for people who love FPS. Should I add guns to my game now to satisfy them? But then people who were initially my target audience won't be interested, they'll tell me they thought it would be a meditative one-on-one puzzle game, not some roguelite game. And what do you want me to do to make it "better"?
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Open post
0x0961h @0x0961h@mastodon.gamedev.place
· 6mo ago
Replying to
@hardpenguin13 Which people? General audience?
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Open post
0x0961h @0x0961h@mastodon.gamedev.place
· 7mo ago
Replying to
@themipper Aren't they already doing that? https://itch.io/docs/creators/payments#vat-support
itch.io

Accepting Payments and Getting Paid - itch.io

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Open post
0x0961h @0x0961h@mastodon.gamedev.place
· 5mo ago
Replying to
Windows x64 only for now, I'll switch to my Arch Linux install later today or tomorrow to see if I can make a native Linux build.
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Open post
0x0961h @0x0961h@mastodon.gamedev.place
· 5mo ago
Replying to
@dziban@functional.cafe I think I saw few games like this. Their problem for me was that they started from, like, 0, which is a bit boring when you already know at least some basics. Going through "私は嬉しいです" in each and every game trying to teach you Japanese becomes dull after 2nd time. 😅
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0x0961h @0x0961h@mastodon.gamedev.place
· 5mo ago
Replying to
@dziban@functional.cafe I mean, generous question: what's the difference from playing the game in the language you're learning then? Slow increase in difficulty? Speaking of, what helped me personally the most, for both enjoying the game and sort of studying the language in such games with "learning subgenre", is bilingual subtitles and furigana. Otherwise it felt like Duolingo. 😅
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0x0961h @0x0961h@mastodon.gamedev.place
· 5mo ago
Replying to
@grono@mastodon.com.pl Hmm... well, my project is 160kb scattered across 24 files and compilation takes 0.5s for debug and 0.4s for release version (on Windows, but it's the same amount on Linux, I tried it yesterday on my laptop). Coming after Java/Kotlin, it's like a speed of light. 😆
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Open post
0x0961h @0x0961h@mastodon.gamedev.place
· 4w ago

Hm. Saw someone new who came from bsky asked if there are any lists/collections with gamedev people.

Do we even have something like this on mastodon? 🤔

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Open post
0x0961h @0x0961h@mastodon.gamedev.place
· 5mo ago
Replying to
I am very happy that in this iteration I managed to make more visually readable buttons, because that was one of the problem that some people had during play tests. I'm especially proud about the dual buttons, because back in the prototype version you stepped on the button and only that button was glowing, which can make players question as to what they need to do.
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0x0961h @0x0961h@mastodon.gamedev.place
· 5mo ago
Replying to
In this iteration it was important for me to make it so when player steps on one pair of dual buttons the other one would change its state signaling that these two buttons are connected and need someone to stand on it for activation. I'm also very happy about the visual revamp. It took me quite a long time to find this sweet spot. I really like the design from the prototype, because it has all it need, without extra noise, giving player all the information they need in order to solve the puzzle
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