#Luanti 5.15.0 is here!
This time, we have rendering performance improvements, dynamic shadows on Android, a Windows installer, and many small enhancements.
#Luanti 5.15.0 is here!
This time, we have rendering performance improvements, dynamic shadows on Android, a Windows installer, and many small enhancements.
I'm making a #Linux install script to install my game to the user's home directory. Where should the game bundle go? The game bundle is a folder with a bunch of binaries, vendored libraries, resources, etc.
If you choose ~/.local/share/myprogram, you have to also comment where save games should go, because that's where I was planning on putting save games. (..And how can one directory be appropriate for both user data and programs?)
RE: https://floss.social/@mort/115692302833791374
It seems like the commonly agreed-upon convention is to put program files in ~/.local/share. Or ~/.local/opt. Or ~/.local/games. Or ~/Games. Or ~/.local/bin. Or ~/.local/lib.
With save games in ~/.local/share. Or ~/.config. Or ~/.local/state.
The only thing everyone actually agrees on is that it should not go in a dotdir under ~. Except almost everyone I've asked in IRC thinks a dotdir under ~ is the right place.
No wonder nobody develops for this platform
We now have a dedicated donate page on our website, thanking all our supporters! Contribute to #Luanti's non-profit collective and see your name there too 🫶
https://www.luanti.org/en/donate/
#OpenSource #FreeSoftware #LibreGaming #Minetest #GameDev #Gaming #VideoGames
We now have a dedicated donate page on our website, thanking all our supporters! Contribute to #Luanti's non-profit collective and see your name there too 🫶
https://www.luanti.org/en/donate/
#OpenSource #FreeSoftware #LibreGaming #Minetest #GameDev #Gaming #VideoGames
I am almost certainly going to add some kind of programmable computer to my game. Thinking of making it programmable with assembly and basically implementing something like a 6502 VM that runs a handful of instructions per game tick. But I'm not entirely sure whether to make it an *actual* 6502, or to just make a similar but simplified ISA
Kinda tempted to do the second one, because 1) making ISAs is fun and 2) standard 6502 assembly is ugly so I'd wanna make some changes anyway.. #gamedev
I am almost certainly going to add some kind of programmable computer to my game. Thinking of making it programmable with assembly and basically implementing something like a 6502 VM that runs a handful of instructions per game tick. But I'm not entirely sure whether to make it an *actual* 6502, or to just make a similar but simplified ISA
Kinda tempted to do the second one, because 1) making ISAs is fun and 2) standard 6502 assembly is ugly so I'd wanna make some changes anyway.. #gamedev
🚀 Learn 6502 v0.4.0 is here! 🎮💜
The virtual game-console playground for learning classic 6502 assembly just got a colourful upgrade:
* New theme system with vibrant handheld-inspired palettes
* Adaptive layouts that look great on desktops, laptops, and tablets
Grab the fresh build on Flathub 👉 https://flathub.org/apps/eu.jumplink.Learn6502
#GNOME #Flathub #Learn6502 #RetroComputing #FOSS #GameDev #Assembler #6502
🚀 Learn 6502 v0.4.0 is here! 🎮💜
The virtual game-console playground for learning classic 6502 assembly just got a colourful upgrade:
* New theme system with vibrant handheld-inspired palettes
* Adaptive layouts that look great on desktops, laptops, and tablets
Grab the fresh build on Flathub 👉 https://flathub.org/apps/eu.jumplink.Learn6502
#GNOME #Flathub #Learn6502 #RetroComputing #FOSS #GameDev #Assembler #6502
I recently re-implemented my asset import system to make it much more flexible. Instead of having each tile variation in its own PNG, I can now make a tile set as one image. I can reference either the whole thing as a tile's texture to make it animated, or I can reference individual "frames" to have multiple tile textures in one image. Makes things like this way easier... #gamedev
I added hot reloading of C++ gameplay code to my game :D
This is possible because "engine" code and "gameplay" code is split into different shared libraries. So when you hit F5, it compiles a new shared library for the gameplay code and loads the new one (as well as reloading all the assets etc).
Kind of an obscure talk, but if you find #3D lighting and/or Overwatch interesting, you might enjoy this talk. The debugging tools were neat to see.
They started work on overhauling the global illumination before Overwatch 2 even launched in 2023. In late 2024, they started shipping the new lighting system.
https://youtube.com/watch?v=0PlxPCq-DbQ#gamedev
I recently re-implemented my asset import system to make it much more flexible. Instead of having each tile variation in its own PNG, I can now make a tile set as one image. I can reference either the whole thing as a tile's texture to make it animated, or I can reference individual "frames" to have multiple tile textures in one image. Makes things like this way easier... #gamedev
Working on a new, more fancy tile set for more fancy tree structures.. #gamedev
So I'm rendering stuff in the following order:
1. Background image
2. Background fluid color, opaque
3. Sprites etc
4. Foreground fluid color, transparent
So where there's fluid, you should not see the background image, right
SO WHY DO I SEE A BACKGROUND IMAGE
Worse, if I remove the call to draw the foreground fluid, OR make the foreground fluid transparent, IT BEHAVES AS I EXPECT AND THE BACKGROUND IMAGE GOES AWAY
What the actual fuck
Kind of an obscure talk, but if you find #3D lighting and/or Overwatch interesting, you might enjoy this talk. The debugging tools were neat to see.
They started work on overhauling the global illumination before Overwatch 2 even launched in 2023. In late 2024, they started shipping the new lighting system.
https://youtube.com/watch?v=0PlxPCq-DbQ#gamedev
I've been having some thoughts about my game's windowing library. I use #glfw and am mostly happy with its API. But I'm not sure I wanna keep using it. I have weird stacking order and focus bugs on macOS, and window resizing is SUPER laggy on #GNOME #Wayland. Those are really the only two platforms I use.
I used to use #SDL to create windows. I moved to GLFW because SDL is overkill, but maybe I should go back.. if I can't find a way to make GLFW less broken that is #linux#gamedev #programming
I added hot reloading of C++ gameplay code to my game :D
This is possible because "engine" code and "gameplay" code is split into different shared libraries. So when you hit F5, it compiles a new shared library for the gameplay code and loads the new one (as well as reloading all the assets etc).
So I'm rendering stuff in the following order:
1. Background image
2. Background fluid color, opaque
3. Sprites etc
4. Foreground fluid color, transparent
So where there's fluid, you should not see the background image, right
SO WHY DO I SEE A BACKGROUND IMAGE
Worse, if I remove the call to draw the foreground fluid, OR make the foreground fluid transparent, IT BEHAVES AS I EXPECT AND THE BACKGROUND IMAGE GOES AWAY
What the actual fuck