#Enginedev
Threw in Ctesiphon's stereo spatialization along with a bunch of interaction sounds.
#gamedev #solodev #enginedev #indiedev
August 29, 2026 at 2:35 PM
The Christmas holiday enginedev bug has got me
December 20, 2024 at 5:43 AM
Made a "no games found" screen for my game engine

#enginedev #indiedev #gamedev
July 20, 2025 at 5:11 PM
New video for #screenshotsaturday: I've ported in Ctesiphon's system for lighting entities as they move around. Adding a gun to demonstrate meant I couldn't help myself but add some bobbing to it. #gamedev #enginedev #solodev #indiedev
September 26, 2026 at 3:51 PM
I added support for these animated light sequences. Ctesiphon's engine ignored this whole feature and all lightmaps were completely static but now baked lights can be put on channels that are then animated.
#screenshotsaturday #indiedev #gamedev #enginedev #solodev
August 8, 2026 at 4:06 PM
Ported the old particle system to my new engine. Practically unchanged for the last ten years except for how I store the definitions.
#gamedev #enginedev #solodev #indiedev #screenshotsaturday
September 19, 2026 at 2:42 PM
September 7, 2026 at 3:30 AM
Well, kind of finished with the first version of a simple steering system, here's a couple of group behaviours for you:
1. Seek orbit around target

#indiedev #oldschoolai #behaviourtree #steering #gamedev #solodev #enginedev #beatemup #brawler
September 25, 2026 at 4:45 PM
August 15, 2026 at 5:57 PM
Been chugging away at this lil engine. Just got components in and migrated my scenes over to use them.

#solodev #gamedev #indiegame #enginedev
January 9, 2025 at 4:11 PM
working on steering angles and a fast lookup table for degrees to vector conversions... it's really fun to plan these things with pen and paper.
#indiedev #gamedev #solodev #enginedev
September 21, 2026 at 6:44 PM
August 12, 2026 at 2:47 PM
Character skinning + Player state machine

#gamedev #enginedev #indiedev
September 7, 2026 at 9:47 PM
i love rich text. all my goblin homies love rich text. #gamedev #enginedev #indiegames
July 7, 2026 at 8:32 PM
I'm mostly doing a lot of drawing this week, but the game comes first! View Bobbing!
#gamedev #indiedev #solodev #enginedev #immersivesim
July 8, 2026 at 3:06 AM
Dark Souls is like #enginedev : Each try the basiscs getting easier #gamedev
August 9, 2025 at 1:07 PM
May 14, 2025 at 10:49 AM
Some further experiments with 2d normals in the engine. Closer to what it might look like in a potential game.

#pixelart #enginedev #gamedev
November 26, 2024 at 6:22 PM
Working on implementing normal maps... #gamedev #enginedev
April 22, 2025 at 7:23 PM
The Backend change vs the Client change 💀
#gamedev #enginedev #indiedev #indiegame #reburn
January 5, 2026 at 5:06 PM
#gamedev moment: losing track of time rubbing myself against concrete walls in blissful satisfaction at a custom collision system working as intended #enginedev #indiedev #solodev
June 23, 2026 at 1:28 PM
To help test stuff more quickly: live shader reload #enginedev #gamedev #indiedev
May 19, 2025 at 10:19 PM
Writing documentation for my game engine again, this time it's about how games are presented:

#indiedev #enginedev #gamedev
August 6, 2025 at 11:08 AM
Reached an important milestone today: detecting collisions against brushes!
#ScreenshotSaturday #gamedev #indiedev #solodev #enginedev
June 20, 2026 at 2:12 PM
All hail the type-erasure idiom, ancient gatekeeper between the Realm of Generic Infrastructure and the Wildlands of Custom Implementations! ⚔️ None shall pass with their concrete type exposed! 🧙‍♂️ #indiedev #gamedev #enginedev #cpp #indiedev #gamedev #enginedev #cpp
They are the same picture! 👀 I've been improving the #helios dev experience by implementing a compile-time dependency resolver for game-specific systems and managers. Goodbye to the UpdateContext, supreme ruler of #infrastructure and omniscient know-it-all! #indiegames #indiedev 👾
August 30, 2026 at 12:17 PM