Same boat as you!
Posts by Sébastien de Graffenried
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.
Still inexcusable in normal mode: you see this popup, grab a controller like it tells you to, then get punished...
Ark VCS has finally reached 1.0! 🎉
youtu.be/XSnIw4siQ6U
get it from ark-vcs.com
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)
fragcoord.xyz/s/hlawmk7w
Agreed. As a game programmer and as a researcher.
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
It's supposed to be compatible with switch 1 games so I bet it does
Congrats! I was intrigued by your posts during the jam, will check the game out :)
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.
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.
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:
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!
Didn't watch it in years, but I bet "What a time to be alive" rings different in the age of AI slop
hahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahaha
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
tagging @zet23t.bsky.social, he's making a cool programming game
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)
My todo list feeling empty is not a problem I ever had 😅
Another annoying situation to handle is when the disk is full. Couldn't get myself to implement a error message -> retry loop yet
What does that mean? Do you write two identical save files?
Thank you! I was already reading through ;)
Thanks for sharing
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.
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
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!
This is fucking cazy, I love it!
Also the fact the wheels are made many small rigidbodies