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the funniest thing about Starfield is space pirates using your correct pronouns when they ambush you in space

some kid called me a god in a counter strike competitive match and boy did it ever feel good

@grapefrukt or render to a buffer and then draw it with an alpha of 1. (The issue is probably that when doing alpha blending the incoming alpha value is written into the buffer its writing to)

@grapefrukt if you have control over the swapchain framebuffer you could set it to a non alpha pixel format

🧵 Since Unity is becoming the worst digital landlord, developers could form something like a tenants' union, and jointly put forward demands like:

- no per-install fees
- no retroactive terms of service
- no secret tracking
- competitive revenue share
- CEO Riccitiello must go

foss nerds may be annoying but theyre basically undefeatedly correct in saying that if you build your career entirely on your use of proprietary tools you don't have an unlimited license to you don't have a career, you're just a customer

Custom game engines are not as rare as you might think. Here's a breakdown from @raysan5 (creator of Raylib)

gist.github.com/raysan5/909dc6

is there an Audacity but with better interface?

what do people use for sound effect editing? i've just been using Ableton, but the export is kind of clunky from it

it's a good day to remind #gamedev friends that luxe exists. createwith.luxe

The wider beta is approaching and we're shipping a commercial game with it soon too (store.steampowered.com/app/183)

i've been using Visual Studio for 25 years and i just discovered bookmarks. lifechanging stuff here, folks

@moopet i have many of the same reservations with all engines, Godot included

I haven't properly announced this before, but given the light of today's events, here we go: my game engine is ✨open source✨

if you're ever feeling experimental or just want to dive in a lot of nerdy code, here it is: github.com/isadorasophia/murde

it's fun and it's free and it's dotnet 7!!! (soon to be 8)

that is to say, i wish there were more beginner oriented engines that focused only on getting things up on the screen quickly and didn't bother so much with optimization, deployment and extensibility (Processing is a great example of this) and professional engines were closer to what they used to be: just collections of low level libraries that made the job of rolling your own tech accessible to people who already know how to code (this is my current personal goal)

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i strongly believe that it is impossible to build a tool that is both friendly to beginners and useful to professionals. the needs are on the opposite parts of a pretty wide spectrum. i feel like this is doubly so in the game engine space and the confusion between the two needs has turned every engine into a soup that is too much for a beginner and too inflexible for professional development

the worst thing Unity ever did was convincing a generation of game developers that rolling your own engine takes more time and effort than dealing with their bullshit

i cannot tell you how many times in the past 10 years someone poked fun at me for writing my own engine instead of just using Unity so every time they do something predictably shitty i can't help but feel that sweet sweet schadenfreude

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