Open-sourced Trecs - an ECS framework for Unity I built over the last 2 years
Like Unity ECS but more lightweight, deterministic and serializable. Allowing for automatic save/restore and record/replay - super useful for many things.
github.com/svermeulen/t...
#gamedev #unity3d #ecs #indiedev
Posts by Steve Verm
I miss being able to get into flow with #coding. The constant context switching when using AI assistants just isn't the same.
I try to integrate #unity assets but often hit walls that require I roll my own. Meaning that if I either had a bit more "not invented here syndrome" (and made my own originally) or less (and just settled with the asset) I'd get a lot more done. But instead I'm in that maximum time sweet spot
Crazy that it wasn't until Rust/Swift that most of us (including myself) realized how fundamental discriminated unions with exhaustive pattern matching should be in #programming, despite the idea being around so long. Now I reach for it all the time but often it's not there in most languages
An underappreciated feature of gamedev with ECS frameworks is how easy it is to make testbeds. You can use the same entities as the game (with same default values) then just enable specific systems. Though ofc this requires that all systems aren't automatically enabled (looking at you unity ecs)
Just once I'd like to install a unity c# library that has a single self contained api instead of a mess of prefabs, monobehaviour references, or its own hidden hooks into unity callbacks
#unity #gamedev
I hate visual coding in unity shadergraph, but somehow it still seems like the lesser evil compared to direct HLSL. Maybe somebody should create a text based DSL for shadergraph that transpiles to its json form and save us all from this headache
#unity #gamedev #shadergraph
Thanks! Yep, exactly
Did some more testing today of the online co-op mining mechanics
#gamedev #indiegame #horror
It's illogical to take a 'walking break' when on an airport conveyor belt if you wouldn't otherwise take walking breaks. It would be like moving from one end of a windowless train to the other, and only taking a walking break if somebody informs you that the train is moving.
Joe Rogan really needs to rewatch the first spiderman movie and pay special attention to what happens to certain uncles with three character names when people with power don't act responsibly
We got a bit too greedy with our mining this time and angered the locals ๐ฌ
#indiegame #horrorgame #gamedev #indiedev #horror
Trying to combine mining with online coop horror. More work here on the co-op digging mechanic.
#indiegame #horrorgame #gamedev #indiedev
My current biggest anthropomorphization of #AI is that I always feel a very strong need to tell the AI the solution I've discovered to a problem that we've been working on together, instead of just ending the chat
#claude #chatgpt #llm
Using #unity #ECS in #charp, and ending up with many component structs with just a single Value member, makes me think there should be language level support for this kind of programming. Like swapping between structure-of-arrays and array-of-structs on the same object representation somehow
The ability to refactor safely is an under-appreciated programming skill. There should be more university courses dedicated exclusively to how to methodically refactor without breaking things. Would be the most useful course ever in the real world.
#programming #softwaredevelopment #coding
See LazyLoop email in bio: bsky.app/profile/lazy...
Sure - See LazyLoop email in bio: bsky.app/profile/lazy...
Really wish more #unity libraries were provided as just plain C# APIs instead of collections of MonoBehaviours. It's never clear otherwise what hooks they've added to unity and at what time. Settings could be serializable POD types or scriptable objects.
Programming pattern I like but which I rarely see used:
Hard code GUIDs directly to uniquely identify code
eg (C#):
Log.InfoThrottled(335048921, "this is only output once / second", maxInterval: 1f);
You can also generate an ID based on content, or cache ID as a member, but this is often easier
Running the game this morning after some late night coding. Seems I may have introduced some bugs
#gamedev #indiedev
Today seems like a good day to introduce the #indiegame I'm working on. Check out the first lap of my game:
4ButtonBuggy*
A challenging off-road racing game where you control each wheel individually. For the ultimate in control, you need a buggy where All Wheels Drive!
#indiedev #racinggame #4BB
Love this idea. Like QWOP but racing cars.
Announcing my debut indie game: HELL DRILL!
Explore deep underground caves with friends in online co-op, mine precious resources, and try not to wake any of the many lurking horrors.
Wishlist Now: store.steampowered.com/app/3317570/...
#indiegame #horror
Hard learned lesson I've needed to remind myself of a lot lately:
During early stage of the game, always separate out art prototyping from gameplay prototyping
I think a small demo would really show the potential of this style compared to a video so was just curious. I'm trying to find a unique style for my game and there's not a lot that haven't already been done to death. So well done on finding a new one!
Leon rotating a pistol to try and fit it in his attache case He smiles as he manages to place it in alongside many many fish
happy 20th anniversary to one of my favorite games ever, Resident Evil 4!!!
๐๐๐๐ซ๐๐๐๐ ๐
Prototyping a flare item. Still need to make these caves creepier somehow.
#ScreenshotSaturday #horrorgame #indiegame #gamedev
Looks very cool. Is there a playable demo?
Some raw gameplay from the coop horror game I'm working on
#indiegame #gamedev #indiedev #solodev #horrorgame