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Absolute Infinity is made in Bonetree, a custom 2D engine built in C# (.NET 8) with SDL. Pictured: AIDE, the Absolute Infinity Data Editor, built with IMGUI in C# in order to leverage the game's data definition classes directly. #gamedev #indiedev #enginedev
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🦀 Triston Armstrong retweeted
Our brand new UI editor panel #gameengine #rust #enginedev #graphics #gaming #coding
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Yeah, sure, you can copy a AABB collision algorithm from stackoverflow, but sometimes it's nice to do it yourself #gamedev #enginedev #indiedev #solodev
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Procrastinating about making walking animations by playing around with PS1 style effects/shaders instead. Don't want to copy technical limitations 1:1, but this style does make the scene more comfy and weird at the same time. #gamedev #indiedev #enginedev #noctuaryrl
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Was playing around with my post processing stack and AgX tone mapper in my custom forward style graphics renderer built 2010 graphics API with custom hybrid lighting model. The results speak for themselves! #Gamedev #Indiedev #EngineDev #OpenGL #GraphicsProgramming #OdinLang
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I can now use Blender as a level editor - exporting colliders, spawn points for characters and lights into my game. Also added collisions(Jolt) and an animation state machine (Idle-Walk-Jump). Now how do I make a walking animation with a dress >.< #gamedev #indiedev #enginedev
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Building custom 3D forward style renderer for my engine in less then a month with OpenGL 3.3. Screen-space ray-marched reflections, global illumination & AO + post-process stack, running with only 3 render targets and no modern hardware required. #Gamedev #Indiedev #EngineDev
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I’ve already implemented scripting capabilities for my daughter; I’ve created a full-fledged 3D scene and added a UI that I’ll be refining a bit further. #GameDev #EngineDev #IndieDev #Programming #Cpp #CPlusPlus #RustLang #Csharp #OpenGL
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Redesigned the core engine systems to be fully automatic and dynamic, serialization and ECS component handling now occur automatically at runtime and scale with minimal maintenance needed making it easier to add new components. #Gamedev #Indiedev #EngineDev
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Built a custom 2D rigid-body physics engine. Runs on 32-bit floats and hybrid of DCD + CCD system with extended AABB, follows Newton’s laws. Simulates force, mass, angular velocity, gravity & friction and handles 4000+ rigid bodies at once. #Gamedev #Indiedev #EngineDev
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Ripped another piece of the Specter Engine to make a single header library. Poltergain is all about game audio, spatial location and HDR for audio, basically. #gamedev #gameaudio #enginedev (links in reply)
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Lighting has always been on my wishlist for features to add to my engine. I've decided to try and add it, but it's not going very well 😔 #gamedev #enginedev #WIPㅤ
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I added stop/start buttons for my game to the data editor. I can hot-reload most data, but this little feature has already saved me so much time Also, pressing shortcuts makes me feel cool 😎 #gamedev #indiedev #enginedev
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Building my own custom game engine! hopefully i can show of something at the end of the year stay tuned! #gamedev #indiedev #enginedev
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Just posted a monthly progress update on my website: #gamedev #enginedev #indiedev
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I'm working on a small engine in C# for 2D action games. Physics, collisions and frame dependant hitboxes are working (They don't update when they're closed so that's why you see some boxes not moving) Assets are from @ansimuz! #beatemup #csharp #enginedev #gamedev #indiedev
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