A Solo Indie Game Developer. itch: erayzesen.itch.io Creator of Quark Physics Engine: github.com/erayzesen/QuarkPh…

İstanbul
#QuarkPhysics integration with #GodotEngine 4 is complete, and I have released the first version. If you're using Godot 4.3, you can currently try the project on all platforms. 😊🍻 github.com/erayzesen/godot-q… #gamedev #screenshotsaturday #SoftwareEngineering #creativecoding
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Eray Zesen retweeted
Added a new learning sample to the #kirpi framework today. This shows that small-scale platformers don’t need heavy physics engines — the collision code is just 20 lines. Enjoy. 🍻 github.com/erayzesen/kirpi?t… #madewithkirpi #gamedev #nim #nimlang #platformer #programming
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I added some learning samples for the kirpi game framework. 🦔 You can check out the source code and play the live demos directly in your browser. github.com/erayzesen/kirpi?t… #madewithkirpi #gamedev #nim #kirpi #raylib #nimlang
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Now I will explain why I developed this game framework. For a long time, I was looking for a framework with very small file sizes on the web, near C-level performance across all platforms (including web), and a minimal API that I could easily extend, suitable for my small games>>
I’ve released the first stable version of my lightweight framework written in Nim, inspired by Löve2D. github.com/erayzesen/kirpi #kirpi #gamedev #nim #programming #madewithkirpi
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Since modules would be added or written based on the needs of the project, it needed to have a minimal yet practical API like Löve2D. Especially on the graphics API side, it is heavily inspired by #Löve2D love2d.org
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Kirpi currently targets web, Linux, Windows, macOS, and Android. From now on, I plan to build modules and plugins around Kirpi. I hope this cute framework, which I share as open source, will appeal to others as well, and that we can build a solid ecosystem around it together.
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Eray Zesen retweeted
I've integrated fluids into my physics engine. Fluids are made of the same particles as solid matter, but computed differently. Phase change is seamless, matter melts and hardens back on temperature change. It runs fast, and world size limits are wider than any game would need.
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Lately, I’ve been experimenting with the @nim_lang . It’s like a dream language for me. You can develop software with or without a gc, and its syntax is similar to Python. Compilation and wrapping are incredibly simple. 1/2
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And the code you write can be translated into C, Objective-C, or JavaScript. Unfortunately, like many things I love, it’s not popular — but I’ll still enjoy using it for my personal projects. 2/2
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Eray Zesen retweeted
Toying with a fully procedurally animated archer dude. Practical, nah! But kinda fun to try to math together some semi natural looking movements :) #gamedev #GodotEngine
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As a 2D game developer, I haven’t found a better app than #figma for creating vector art assets for my games. I can even list its features one by one. I know it’s mostly used for UI/UX design, which I find a bit odd. Am I alone in this, or are there other game developers like me?
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In vector editing, some of the features that stuck with me are non-destructive boolean operations, stroke alignment options (inside, center, outside) that you almost never find in SVG-based editors, flexible and stackable layer effects, component-instance conveniences… etc.
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I haven’t found any software that offers all these useful features at once. The fact that all of these exist in #figma, which is primarily a UI design and prototyping tool, is really interesting. I hope these features can also inspire developers of vector art software.
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