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Andre Weissflog

@floooh@mastodon.gamedev.place
mastodon 4.7.3
  • Open on mastodon.gamedev.place

https://bsky.app/profile/flohofwoe.bsky.social
https://github.com/floooh/

2091 Followers
1271 Following
38 Posts
Joined November 13, 2017
Open post
Andre Weissflog @floooh@mastodon.gamedev.place
· 2mo ago

Tinkering with Box3D + Sokol + Emscripten :)

Box3D is *fun* to work with, very simple and straightforward C API, and very configurable (this is simd + single-threaded).

New sokol-sample will be up in one or two days.

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Open post
Andre Weissflog @floooh@mastodon.gamedev.place
· 2mo ago

Damn, @toxi@mastodon.thi.ng seriously nerd-sniped me to consider starting that home-region terrain rendering thingie that's been rolling around in my head for decades :D

E.g. I just checked what's available now for free, and there's 1x1m terrain data for download from the Saxon government. here's a random hill-shaded 2x2km tile (I just let claude cobble together a python+numpy script to 'hillshade' the data (because the tiff itself just comes out white in the macOS viewer):

mastodon.thi.ng

Karsten Schmidt (@toxi@mastodon.thi.ng) - Mastodon Glitch Edition

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Open post
Andre Weissflog @floooh@mastodon.gamedev.place
· 2mo ago

My toy cycle-stepped Z80 emulator now appears to be used for proper science stuff, complete with arxiv paper and all :D

https://github.com/vicgalle/coevolution-soup

(more info https://github.com/floooh/chips/issues/119)

GitHub

GitHub - vicgalle/coevolution-soup: Co-evolution of self-replication and function in a digital primordial soup

Co-evolution of self-replication and function in a digital primordial soup - vicgalle/coevolution-soup

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Open post
Andre Weissflog @floooh@mastodon.gamedev.place
· 2mo ago

RE: @TonyAlbrecht@mastodon.gamedev.place

Thread!

mastodon.gamedev.place

Tony Albrecht: "I've not posted here for nearly 3 years! Mainly b…" - Gamedev Mastodon

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Open post
Andre Weissflog @floooh@mastodon.gamedev.place
· 2mo ago

"LLM Policy" seems to be the new "Code of Conduct"...

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Open post
Andre Weissflog @floooh@mastodon.gamedev.place
· 2mo ago

Minor but important fix in sokol_imgui.h (Dear ImGui renderer backend on top of sokol_gfx.h) for Dear ImGui version 1.92.9:

https://github.com/floooh/sokol/blob/master/CHANGELOG.md#25-jul-2026

github.com
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Open post
Andre Weissflog @floooh@mastodon.gamedev.place
· 2mo ago

Sneak preview of the next sokol_gfx.h API update and related new test/example :)

I hope to get it out tomorrow or on Monday.

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Open post
Andre Weissflog @floooh@mastodon.gamedev.place
· 2mo ago

This HN comment from about a month ago certainly didn't age well ;) (was some discussion about the pendulum currently swinging back from inhouse to off-the-shelf engines)

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Open post
Andre Weissflog @floooh@mastodon.gamedev.place
· 3mo ago
Boosted by @joe@f.duriansoftware.com
Replying to
@joe@f.duriansoftware.com theming is alive and well on KDE, and directly integrated into the settings panel, and I *love* it. https://store.kde.org/browse?cat=104&ord=rating
store.kde.org
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Open post
Andre Weissflog @floooh@mastodon.gamedev.place
· 2mo ago
Replying to
...wait a sec... sleep *is* working now (when checking the 'Show sleeping' checkbox, sleeping bodies are rendered as dark grey, and once the spawning stops after 1024 bodies, everything should switch to grey after a couple of seconds, which it does now). I didn't get that result a couple of days ago, need to actually check why...
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Open post
Andre Weissflog @floooh@mastodon.gamedev.place
· 2mo ago
Replying to
@zeux@mastodon.gamedev.place let's see how that statement ages, it sounds a lot like PR damage control ;)
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Open post
Andre Weissflog @floooh@mastodon.gamedev.place
· 2mo ago
Replying to
@SonnyBonds@mastodon.gamedev.place ...but it's the little details that are nicely done in Box3D, e.g. after ticking the physics world it allows you to quickly iterate over all bodies that have changed state (so you don't need to look at the 99% of sleeping bodies), and it's extremely easy to integrate into build systems, just a bunch of .c and .h files, and a handful configuration defines.
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Open post
Andre Weissflog @floooh@mastodon.gamedev.place
· 5mo ago
Replying to
@bagder @tdelmas also see: https://discourse.ubuntu.com/t/an-update-on-rust-coreutils/80773 ...some of those CVEs are also quite embarrassing, and this is a fairly mature project, going back to at least 2019. E.g. I wonder if some Rust programmers may suffer from an 'overconfidence syndrome' where they think that just using a memory safe language with a strong typesystem protects them from making mistakes, while C programmers learn very early to never trust the compiler ;)
An update on rust-coreutils
Ubuntu Community Hub

An update on rust-coreutils

This is a follow-up to Jon’s original post on Carefully (but purposefully) oxidising Ubuntu and Julian’s migration spec for 25.10. We promised transparency throughout this process, and this post is written in that spirit. What happened after the announcement Following the decision to adopt rust-coreutils, we got to work. Any package shipped by default in Ubuntu must be promoted to Ubuntu Main, which requires passing a thorough security review. We quickly assembled an internal team spanning Ubun

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Open post
Andre Weissflog @floooh@mastodon.gamedev.place
· 5mo ago

Oh man, Kerbal Space Program has an 'autopilot scripting' mod, complete with retro terminal and vaguely BASIC-like programming language... as if the game isn't addictive enough already :D

https://ksp-kos.github.io/KOS/

ksp-kos.github.io

kOS: Kerbal Operating System — kOS 1.4.0.0 documentation

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Open post
Andre Weissflog @floooh@mastodon.gamedev.place
· 2mo ago
Replying to
...one strange thing is that the simulation never goes fully goes to sleep after spawning has finished, need to investigate whether this is caused by the sphere bodies. Tbf though, the sample is a bit of a worst case with this big pile of shapes and tons of contact points.
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Open post
Andre Weissflog @floooh@mastodon.gamedev.place
· 2mo ago
Replying to
@SonnyBonds@mastodon.gamedev.place ...oh, and Box3D also does sweeping collision checks by default, e.g. no tunneling. Probably standard nowadays, but was a problem in many early physics engines. The docs page gives a pretty good overview of high level features: https://box2d.org/documentation3d/index.html
box2d.org

Box3D: Overview

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Open post
Andre Weissflog @floooh@mastodon.gamedev.place
· 5mo ago

Lol, you so funny Claude ;)

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Open post
Andre Weissflog @floooh@mastodon.gamedev.place
· 5mo ago

Tiny sokol_app.h fix, only relevant when building macOS apps as 'bare' executables (not wrapped in an app bundle):

https://github.com/floooh/sokol/blob/master/CHANGELOG.md#01-may-2026

GitHub

sokol/CHANGELOG.md at master · floooh/sokol

minimal cross-platform standalone C headers. Contribute to floooh/sokol development by creating an account on GitHub.

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Open post
Andre Weissflog @floooh@mastodon.gamedev.place
· 2mo ago
Replying to
@paintgoblin@dice.camp for me it's mostly interesting because it has a native C API (Jolt and Bullet3D only have official C++ APIs), it's incredibly easy to integrate into projects (just a bunch of .c and .h files), and the API is very straightforward to use. Line count isn't actually much different from Jolt (44kloc Box3d vs 70kloc for Jolt, with Jolt having a couple more features like softbodies/cloth, hair, and looks like builtin vehicles+ragdolls)
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Open post
Andre Weissflog @floooh@mastodon.gamedev.place
· 6mo ago

Huh interesting, the company behind World Creator is based in Germany, pretty much a 'hidden champion' for video game production instead of industrial tools...

https://www.world-creator.com/en/index.phtml

(company page: https://www.bitethebytes.com/en/index.html)

World Creator - The Elite Realtime Terrain and Landscape Generator
world-creator.com

World Creator - The Elite Realtime Terrain and Landscape Generator

World Creator is an advanced real-time terrain generator for games, VFX, and CGI. Create stunning landscapes with procedural terrain generation tools and export to Unity, Unreal Engine, and any major 3D software.

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Open post
Andre Weissflog @floooh@mastodon.gamedev.place
· 2mo ago
Replying to
@MikkoMononen@mastodon.gamedev.place hmm I had to set angular damping for sphere's to stop rotating inplace (eg they kept rotating without linear movement), definitely iffy, maybe spheres were not tested as much yet dunno
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Open post
Andre Weissflog @floooh@mastodon.gamedev.place
· 2mo ago
Replying to
@ewerybody@mastodon.social nice :) ...reminds me that I actually need to add touch controls to the camera helper...
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Open post
Andre Weissflog @floooh@mastodon.gamedev.place
· 2mo ago
Replying to
@SonnyBonds@mastodon.gamedev.place I only dabbled with ODE and Bullet in the past, not Jolt. From a 10k ft view they're all quite similar, Box3D sometimes seems to be 'purer' (e.g. it doesn't seem to allow to directly set velocity on bodies, only apply impulse and force). Feature wise I'm only aware of Bullet having a builtin cloth simulation which Box3D currently lacks.
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Open post
Andre Weissflog @floooh@mastodon.gamedev.place
· 6mo ago
Replying to
@wolfpld @pythno @jplebreton for being written in 1992 Snow Crash nailed the "trajectory" of the US as a future failed state pretty well though. I remember that when I read it first (around 2005 maybe?) that I found that aspect of the story quite unbelievable. In the last decade or so it got a lot more believable. But yeah, shame about Carmack.
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Open post
Andre Weissflog @floooh@mastodon.gamedev.place
· 3mo ago
Replying to
@jonikorpi@mastodon.gamedev.place @TomF@mastodon.gamedev.place you really don't need much of a guide because it's exactly the same as regular integer math, just with an imaginary decimal point - think of "working" in meters, but with 3 fractional digits so that you actually have millimeter precision - that's fixed point math :)
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Open post
Andre Weissflog @floooh@mastodon.gamedev.place
· 6mo ago
Replying to
@tojiro@mastodon.social @aras@mastodon.gamedev.place the icing on the cake is that in some games the nvidia control panel will automatically override graphics settings on each game start (currently seeing this in Cyberpunk 2077) - e.g. switch off DLSS and it will be enabled again on next game start. At first I thought it's a bug in CP2077, but it's actually a 'feature' of the nvidia software which needs to be manually disabled.
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Open post
Andre Weissflog @floooh@mastodon.gamedev.place
· 5mo ago
Replying to
@vitaut@mastodon.social "Deflect, Deny and Disinform", Sutter must be a leftover KBG sleeper agent ;) Hmmmmmm... what if C++ itself had been planted by the KGB to destabilize the decadent West 🤔
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Open post
Andre Weissflog @floooh@mastodon.gamedev.place
· 5mo ago
Replying to
@oldmankris@mastodon.xyz the problem is that LLMs produce sloppy code at a much faster rate than any human ever could hope to do ;)
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Open post
Andre Weissflog @floooh@mastodon.gamedev.place
· 5mo ago
Replying to
@vitaut@mastodon.social arguably C++ adds more new problems in each version than it inherited from C in the first place ;)
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Open post
Andre Weissflog @floooh@mastodon.gamedev.place
· 6mo ago
Replying to
@castano@mastodon.gamedev.place nice trick, I wonder if allocating two resources in the same place is a feature or a loophole ;)
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Open post
Andre Weissflog @floooh@mastodon.gamedev.place
· 6mo ago
Replying to
@morten_skaaning @wolfpld @pythno @jplebreton Snow Crash's Metaverse is pretty much exactly how you imagine it, a virtual space where you log into as an avatar. The interesting part is rather how the "remains" of the US is depicted. Also important to know when 'judging' the quality of the book: it was supposed to be a comic project, which was then "salvaged" into a novel. Explains a lot of the writing style ;)
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Open post
Andre Weissflog @floooh@mastodon.gamedev.place
· 5mo ago
Replying to
@andrewwillmott@mastodon.gamedev.place oh, is this where the "Mach Loop" is located? Somehow I always associated the name with the Mach unit for speed heh
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Open post
Andre Weissflog @floooh@mastodon.gamedev.place
· 2mo ago
Replying to
@MikkoMononen@mastodon.gamedev.place ...or maybe some defaults are just 'non-intuitive'
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Open post
Andre Weissflog @floooh@mastodon.gamedev.place
· 3mo ago
Woah there's now a 3D version of Box2D: https://github.com/erincatto/box3d ...and it's using sokol for the examples :)
GitHub

GitHub - erincatto/box3d: Box3D is a 3D physics engine for games

Box3D is a 3D physics engine for games. Contribute to erincatto/box3d development by creating an account on GitHub.

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Open post
Andre Weissflog @floooh@mastodon.gamedev.place
· 2mo ago
Replying to
@MikkoMononen@mastodon.gamedev.place aaaaaha... it's the 'rollingResistance' material property, this is zero by default (probably an oversight), and that keeps spheres rolling forever... and setting this to a >0 value feels a lot less hacky than tinkering with linear and angular damping, thanks for pointing me in the right direction!
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Open post
Andre Weissflog @floooh@mastodon.gamedev.place
· 5mo ago
Replying to
@ahltorp @gloriouscow @goedelchen @tdelmas the cognitive load argument may apply to some gc languages, but definitely not to rust ;)
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Open post
Andre Weissflog @floooh@mastodon.gamedev.place
· 2mo ago
Replying to
@nightowl@mastodon.gamedev.place a separate cascaded shadow map sample would be nice! (e.g. keep the two original shadow map samples as is, because the focus there is on simplicity of the code)
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