#enginedev
If you haven't got the right tool for the job... go get it! #ScreenshotSaturday #gamedev #enginedev #solodev #indiedev
November 8, 2026 at 12:45 AM
Live in time for #ScreenshotSaturday, my imsim prototype: Kuromagi Jam Ch//: GEOFRONT
stomygame.itch.io/kuromagi-jam...
#gamedev #enginedev #solodev #indiedev
November 6, 2026 at 3:24 PM
You can throw them both ways! Also improved the animation system so I can transition when they touch the ground.

#indiedev #brawler #beatemup #actiongame #solodev #indiegame #enginedev
November 8, 2026 at 1:54 PM
reading the news about unity and unreal makes me really happy to be making an engine from scratch...
join the party!

#indiedev #gamedev #solodev #enginedev
November 7, 2026 at 3:55 AM
Grabs and throws are working now. It required a lot more design work that I expected, but I think the architecture is strong enough to go forward with.

#indiedev #enginedev #beatemup #brawler #solodev #csharp #indiegame
November 5, 2026 at 3:16 AM
Набросал простенький эксперимент, как вообще может работать спектр ЭМИ. Слева - обычная лампа, справа - ИК\IR-источник, повышающий температуру пикселей. Это очень условное тепло, для распространения его по мешу нужен уже вычислительный шейдер.
#sdl3 #dlang #enginedev #indiedev #graphics
November 4, 2026 at 8:13 PM
The guards are still deaf for now, but it's an actual game!
#screenshotsaturday #gamedev #enginedev #solodev #indiedev
November 1, 2026 at 1:12 AM
За месяц успел подзабыть движок. Остановился на расширении освещения Блинн-Фонг до остального спектра. Вот попытка сэмулировать черенковское свечение (ru.wikipedia.org/wiki/%D0%AD%...) для гамма-излучения. В реальности так светиться не будет, но допустим.
#sdl3 #dlang #enginedev #indiedev #graphics
November 3, 2026 at 12:24 PM
Some more recent pixel art

Mockup GUI design for the Soundboard, clear plastic theme

#pixelart #indiedev #gamedev #enginedev
October 29, 2026 at 5:11 PM
I added cascaded shadow mapping and ground truth ambient occlusion (GTAO) to my renderer. this is sponza running on 100 FPS (without recording) on an RX 550
#gamedev #enginedev
October 29, 2026 at 10:43 AM
The Kanibozu shotgun is theoretically pump-action, but to imitate slam-firing I programmed it as fully automatic with a really long cycle so it gets a big obnoxious recoil pattern of its own!
#gamdev #indiedev #solodev #enginedev
October 28, 2026 at 12:20 AM
I added cascaded shadow mapping and ground truth ambient occlusion (GTAO) to my renderer. this is sponza running on 100 FPS (without recording) on an RX 550
#gamedev #enginedev
October 29, 2026 at 10:43 AM
It's slow but we keep going, here's another post, this time about gravity and physics in general. We are finished with kinetics, for now at least.
I'll try to cover collisions soon!

#gamedev #indiedev #solodev #beatemup #actiongame #enginedev #csharp #devlog #indiegames #argentina
A small Physics system in C# (part 2)
Hi again! this is the second part of a series of posts on Physics (and related topics). You can read part one here. Gravity In our last post we talked about a set of requirements for our Physics sy...
strangewire.com.ar
October 28, 2026 at 5:58 PM
The other day I added recoil patterns to the guns, here's how it looks for the M2013 SMG. #ScreenshotSaturday
CounterStrike was an unexpected source of inspiration for this, but I really don't like how ADS makes you play.
#enginedev #solodev #gamedev #indiedev
October 24, 2026 at 3:17 PM
I've wrapped up with guns so I'm moving on to adding enemies. Added them to collision traces for some hot cylinder-on-cylinder action!
#gamedev #indiedev #solodev #enginedev
October 24, 2026 at 2:07 AM
Update on my Entity Component System (ECS) which was completely rewritten from scratch from the previous hash-based table design into a data-driven sparse architecture in August. Hasn’t needed a single bit of maintenance since.

#Gamedev #Indiedev #EngineDev
October 24, 2026 at 3:20 AM
Implemented Volumetric light scattering, improved my post-processing and upgraded classic 1975 Phong shading model to a custom hybrid version with better surface properties and added cascaded shadow maps to my OpenGL 3.3 engine.

#Gamedev #Indiedev #EngineDev #OpenGL #GraphicsProgramming #OdinLang
October 21, 2026 at 12:57 AM
My 3d renderer has become increasingly difficult to maintain and add new features due to the current architecture so im moving to a command driven design witch will simply feature addition and improve overall performance while decreasing maintenance needed.

#Gamedev #Indiedev #EngineDev
October 21, 2026 at 4:27 AM
Adding some much nicer menus.
I don't want to end up with a terminal case of side-project-itis but I still want to polish this up a bit and add some combat so I'm putting a strict deadline of three more weeks for any additions.
#gamedev #indiedev #solodev #enginedev
October 18, 2026 at 12:35 AM
It was relatively easy to add special moves once you have an input buffer: this is a 236-punch special move, for example.

#indiegame #solodev #gamedev #indiedev #fighting #csharp #enginedev #featurefriday
October 16, 2026 at 5:33 PM
Huge update!
JIT compiled rasterizer now have a friend. :)
#CyberVGA v1.8 software raytracer+gi (multi-core x64 JIT, no GPU).

Still interactive with the L1-SH grid and coarse-LOD octree bounces. Split wipe against the 8-bit JIT rasterizer shows the difference.
#indiedev #enginedev #raytracing
October 16, 2026 at 3:57 AM
Input buffers! Strings! Hitstun! Displacement based on which attack you are doing! C# in-house engine! No AI!

I may go for throws now.
#beatemup #brawler #indiedev #gamedev #art #gaming #solodev #enginedev
October 14, 2026 at 1:15 PM
My game getting more playable..!

#gamedev #enginedev #Indiegame
October 11, 2026 at 1:30 PM
Prototyped a little conversation system. Big success frankly, it won't take much work to port this back onto the main branch.
Having characters talk like this is so magical, really adds a personal touch that my last game was missing! #ScreenshotSaturday #gamedev #indiedev #solodev #enginedev
October 10, 2026 at 3:03 PM
Character modeling practice.
#gamedev #solodev #indiedev #enginedev #blender
October 7, 2026 at 4:00 PM