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@nasser this is the way. it's nice to also enable the little triangle "On Cage" button on the subdivision modifier so you don't even see the original mesh and just treat it like splines.

@n1ckfg @nasser i imagine they also don't do a ton of testing on integrated GPUs as it is heavily geared to dedicated ones. but this is probably good feedback for them

being able to play Caves of Qud on the Steam Deck is gonna be the end of me

Hi friends! My department is shuttering and I'm on the market for a new remote role. 7 years experience as a software and systems engineer. I lead projects and have built a lot of well received products. I'm a maestro with the front end and interface work! Not picky about languages but have experience with Clojure, elixir, javascript, python, rust, and C#.

If your company or team is hiring let me know! boosts appreciated!

#FediHire

Very nice Shadertoy implementation of our paper "Screen Space Indirect Lighting with Visibility Bitmask" by Mathis: shadertoy.com/view/dsGBzW. Well done!

@Farbs @Doomlaser my single player games are a local client/server multiplayer game, so i have to restore the server, player client and the bot states 😭 at least the nice side-effect is that multiplayer game reconnections are automatically handled

savegames are up there with menus on the 'shit that takes a week that you thought would take an hour'-o-meter

updated coroutines.cool/ to use the monaco editor and fold boilerplate regions by default! for a while i've wanted to hide setup/animation loop code by default so people can focus on the code of the code, but still make everything available so that there's no magic -- monaco's code folding does the trick!

actually writing "c++" in c++ is the title drop

the MF DOOM/Danger Mouse/Aqua Teen Hunger Force collab album has no business being one of the best hip hop albums of all time

I like URP 😅

it was hard to gather the necessary knowledge to build this (docs, examples)

but once it works it's kind of cool..

built this renderer feature to draw specific objects in low-res buffer, then blit that back, preserving depth and everything!

#gamedev #indiedev

what is the standard for low level audio output for games on linux these days? alsa? pulse audio?

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