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Posts by Sébastien de Graffenried

Same boat as you!

1 day ago 1 0 0 0

I'm not joking when I say mRNA technology is more important than "AI" and it's a tragedy we're throwing billions into one while our government is aggressively defunding the other.

3 days ago 14977 5533 115 106
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making an echolocation game for ludum dare

#ldjam #gamedev #pico8

3 days ago 164 26 6 3

Still inexcusable in normal mode: you see this popup, grab a controller like it tells you to, then get punished...

3 days ago 0 0 1 0
Ark 1.0 - Version Control is about to change
Ark 1.0 - Version Control is about to change YouTube video by Nuno Afonso

Ark VCS has finally reached 1.0! 🎉
youtu.be/XSnIw4siQ6U
get it from ark-vcs.com

1 week ago 16 8 0 0
Raytracing Voxels in Teardown and Beyond
Raytracing Voxels in Teardown and Beyond YouTube video by Graphics Programming Conference

At long last, the Teardown talk from the 2025 Graphics Programming Conference has been posted 🎉

youtube.com/watch?v=IM1D...

(as well as another drop of some other great-looking stuff, check the channel)

1 week ago 68 13 0 0

fragcoord.xyz/s/hlawmk7w

2 weeks ago 79 8 0 1
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Agreed. As a game programmer and as a researcher.

2 weeks ago 38 6 0 0

Intuitively I would go for shift-drag for marquee select, and normal drag for reparent. I think because shift is commonly use to "range-select". But I guess you want to avoid requiring a hand on the keyboard for this

2 weeks ago 0 0 1 0

It's supposed to be compatible with switch 1 games so I bet it does

3 weeks ago 1 0 1 0

Congrats! I was intrigued by your posts during the jam, will check the game out :)

3 weeks ago 1 0 0 0

So I think in my case I should do my own filtering using stm_now() or something else, in a way that prevents drift.
Another option is fixed simulation rate + interpolation, of course, but I don't always want to use it for other reasons.

3 weeks ago 1 0 0 0

In this game, the player has 1 minute to move around the map to "investigate" a scene. Since the movement speed depends on delta-time, "fixing" the timer drift by using wall time (e.g. stm_now) could be unfair since the player would have travelled less distance if there was delta time drift.

3 weeks ago 1 0 1 0

Ok, good to know. I like that sapp_frame_duration() is smooth by default, jittery delta times are not super useful since they are "off by one", measuring the time of the last frame.

While making that particular game I had a realisation though:

3 weeks ago 1 0 1 0

Great idea to add a visualization!
I'm curious to try the new filter too: I noticed recently that the sapp_frame_duration() had quite a bit of "drift" on the web. E.g. accumulating sapp_frame_duration() values resulted in a significantly larger value than measuring wall time. Maybe that's fixed!

3 weeks ago 0 0 1 0

Didn't watch it in years, but I bet "What a time to be alive" rings different in the age of AI slop

3 weeks ago 1 0 1 0
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4 weeks ago 2122 367 24 4

I don't known if it would work with your animation frames idea, but I found that animating sokoban-like movement with a visual_pos = lerp(visual_pos, target_pos, factor) feels pretty good. Works if you play fast too

4 weeks ago 1 0 1 0

tagging @zet23t.bsky.social, he's making a cool programming game

1 month ago 2 0 1 0
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experimenting with a new enemy in City of None with @liamberry.ca

(haven't done the creature art yet, not sure what it's gonna look like)

1 month ago 498 63 25 2
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Finding a CPU Design Bug in the Xbox 360 The recent reveal of Meltdown and Spectre reminded me of the time I found a related design bug in the Xbox 360 CPU – a newly added instruction whose mere existence was dangerous. Back in 2005 I was…

Speaking of hard bugs, reminded me of this gem randomascii.wordpress.com/2018/01/07/f...

1 month ago 13 4 2 1

My todo list feeling empty is not a problem I ever had 😅

1 month ago 1 0 0 0

Another annoying situation to handle is when the disk is full. Couldn't get myself to implement a error message -> retry loop yet

1 month ago 1 0 0 0

What does that mean? Do you write two identical save files?

1 month ago 0 0 1 0
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Metal Shader Debugging and Profiling - WWDC18 – Vídeos – Apple Developer Metal provides powerful tools for analyzing shader behavior and optimizing performance. Dive into troubleshooting vertex-stage problems...

(screenshots from that presentation developer.apple.com/br/videos/pl... )

1 month ago 0 0 0 0
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Thank you! I was already reading through ;)
Thanks for sharing

1 month ago 1 0 0 0
Post image Post image

Well... I guess since I'm developing on mac, I could use xcode which has absolutely _savage_ shader debugging tooling.
But still, something cross platform and integrated to the engine would be nice.

1 month ago 1 0 1 0

Now I kind of want to make something similar that would work with sokol and the sokol shader compiler, so it can be used from C and other languages. Would be a neat feature to have in a custom engine

1 month ago 0 0 2 0

That seems incredibly useful!

Always thought it was cumbersome to debug shaders by "returning" intermediary values. But a shader graph is not ideal either, I prefer code. This might be the best of both worlds!

1 month ago 5 0 1 0

This is fucking cazy, I love it!
Also the fact the wheels are made many small rigidbodies

1 month ago 3 0 0 0