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Posts by Jens

Sick set bro

4 weeks ago 78 18 4 0

the secret to game design is that as much as players may claim otherwise they all love choosing one out of three things

1 month ago 1142 200 14 31
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i built an entire x86 CPU emulator in CSS (no javascript)

you can write programs in C, compile them to x86 machine code with GCC, and run them inside CSS

lyra.horse/x86css/

1 month ago 2617 871 132 159
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Sprite sheet export is now a launch feature for #picoCAD2 ☺️

#gamedev #lowpoly #pixelart

2 months ago 779 154 17 6

it seemed to him that he himself was a word spoken by the sunlight.

2 months ago 43 14 0 1

That's seeing games as products for a median consumer, not as art pieces with unique voices, that reach people in different ways.

But also, we really don't need a remaster - that's also saying "I can't engage with art unless it has modern graphics".

Just play OpenMW & don't give money to Microsoft

2 months ago 127 25 6 0
Make a Fucking Website Tired of asking nicely

afucking.website true...

2 months ago 26 5 3 0

I worked with the irrepressible @jonremedios.bsky.social @tylermakesgames.bsky.social @rainysector.bsky.social @bravemule.bsky.social to write a paper on why permadeath (and other forms of loss in games) appeals, and what we lose when we try to paper over it with metaprogression. Check it out!

2 months ago 55 17 0 0
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No Graphics API — Sebastian Aaltonen Graphics APIs and shader languages have significantly increased in complexity over the past decade. It’s time to start discussing how to strip down the abstractions to simplify development, improve pe...

My "No Graphics API" blog post is live! Please repost :)
www.sebastianaaltonen.com/blog/no-grap...

I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".

4 months ago 469 192 19 12
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Color Palette Pro — A Synthesizer for Color Palettes Generate customizable color palettes in advanced color spaces that can be easily shared, downloaded, or exported.

At first, I thought I could just rotate the hue of HSL colors and call it a day. Since then, I've learned about perceptual color spaces, OKLCH, Bezold-Brücke effect and I still can't always get good programmatic palettes 😅

But I built Color Palette Pro to help get us halfway there: colorpalette.pro

6 months ago 71 12 3 2

Ludonarrative... harmony?

5 months ago 1 0 0 1

One must imagine Sisyphus patching a synth

5 months ago 37 1 2 0

Clearly we're missing all the nerds who'd sign up *because* of the did:web.

5 months ago 1 0 1 0

Very odd that there aren't more did:webs. Maybe some lurk even harder than me?

5 months ago 1 0 1 0
you must be this tall to interoperate
7 months ago 8 3 0 0

Love to hear it!

8 months ago 1 0 0 0
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Explanation of why #GodotEngine repo has so many open unresolved pull requests, by @adamscott.studio
#gamedev #opensource #FOSS

10 months ago 203 35 9 0
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For funsies I wrote up a little test in Pico-8 to compare the two versions myself. It looks like you need to really lose frames to see a substantial difference with the wrong method, but seeing how much better it can be when you do it right is cool

10 months ago 64 6 3 0
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Making Video Games in 2025 (without an engine) Thoughts, tools, and libraries I use to make games

Great post on making games without an engine: noelberry.ca/posts/making...

11 months ago 50 10 0 1

@m4xc.bsky.social Hello! I really enjoyed reading your blog post on surfels. Does your blog have an RSS feed to follow? I couldn't find a link on the page itself.

11 months ago 1 0 1 0

society moves forwards one software patent expiration at a time

1 year ago 236 38 4 1
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The way we're thinking about breaking changes is really silly A major problem plaguing modern compilers is that they have no concept of time. When run on a codebase, a compiler treats it as if it had been in the exact...

The way we're thinking about breaking changes is really silly
welltypedwitch.bearblog.dev/the-way-were...

1 year ago 35 6 7 2
I want a good parallel computer The GPU in your computer is about 10 to 100 times more powerful than the CPU, depending on workload. For real-time graphics rendering and machine learning, you are enjoying that power, and doing those...

I've now published my blog post, "I want a good parallel computer." raphlinus.github.io/gpu/2025/03/... . Thanks much to all the feedback on the draft, I'd like to think I've clarified some things that might have been confusing.

1 year ago 62 18 2 2
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SDL3 is officially released! | Ryan C. Gordon Get more from Ryan C. Gordon on Patreon

"Folks, we have climbed the mountain." www.patreon.com/posts/sdl3-i...

1 year ago 334 117 11 11
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How to light scenes I’ve been toying with godot lightmapper and made some simple scenes: Some people asked how I do lighting. I add a LightmapGI node and click bake! Why lightmaps? Lightmaps have been around ever since v...

Here's how I do lighting in godot, hope it helps!

1 year ago 718 126 34 3
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M8 II, by laamaa 10 track album

Fellow music enjoyers, did you know you can buy albums even in the current year? You don't need to suffer from shuffling! Like this banger: laamaa.bandcamp.com/album/m8-ii

1 year ago 2 0 0 0
YouTube comment that reads:

Heard Avowed is woke af. Is it true? New Vegas was so good but I don’t have any hope for this one…

YouTube comment that reads: Heard Avowed is woke af. Is it true? New Vegas was so good but I don’t have any hope for this one…

Turning a big dial that says “New Vegas woke level” and constantly looking back at the audience for approval

1 year ago 1727 257 62 10
Super Mario 64 (1996, Nintendo 64) uses blob shadows for characters.
Left: A blob shadow overlapping with tree shadows. Center: A blob shadow getting clipped using a hardware decal feature. Right: All moving characters and objects have their own shadow. The clipped shadow inside that transparent bubble shows the limitation of the Nintendo 64 decal feature. Screenshots taken in the ares emulator.

Super Mario 64 (1996, Nintendo 64) uses blob shadows for characters. Left: A blob shadow overlapping with tree shadows. Center: A blob shadow getting clipped using a hardware decal feature. Right: All moving characters and objects have their own shadow. The clipped shadow inside that transparent bubble shows the limitation of the Nintendo 64 decal feature. Screenshots taken in the ares emulator.

Left: Crash Bandicoot: Warped (1998, PlayStation) renders shadow textures at runtime. Right: Soldier of Fortune (2000, PC) also does but at a lower resolution.

Left: Crash Bandicoot: Warped (1998, PlayStation) renders shadow textures at runtime. Right: Soldier of Fortune (2000, PC) also does but at a lower resolution.

I wrote about video game shadow techniques on my blog:

📜 30fps.net/pages/videog...

I've always liked different ways to draw shadows in games. I went and tried to find visually distinct examples and explain their differences. I hope you'll find it inspiring!

1 year ago 151 48 10 4
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1 year ago 1537 453 8 8

go.bsky.app/R7Jwmmn this is as close as i could get to aggregating all the did webs there are some missing but it looks like bsky accounts dont exist? still going through them

1 year ago 12 3 2 0