Light the candle to commence the slava and start welcoming the guests #Prokuvo #slava #tonight #screenshotsaturday w @Stihilus & @savaminic
@Stihilus @savaminic There's no slava for you if you don't take some koljivo first #Prokuvo #slava #tonight #screenshotsaturday w @Stihilus & @savaminic
@Stihilus @savaminic Make sure to cook some coffee BEFORE the guests arrive #Prokuvo #slava #tonight #screenshotsaturday w @Stihilus & @savaminic

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More from @Nothke

Sep 18, 2023
For people thinking of writing their own engine in C/C++ after the Unity fiasco, here's a few things I learned in my own journey making #ShakedownGame in C++: 🧵👇 #gamedev #cpp
1. Making your engine is not "hard", individual steps are easy, but there's just many of them! Every magical checkbox in Unity is now a feature you have to implement. So you're better off chosing specific features for your game, if you want generalist use another engine..
2. C++ is a mess, it's almost 40 years old, and built upon C, which is 50, so it inherited a lot of issues, like terrible defaults and manual header file management. It has evolved and grew drastically over the years, and all this makes it a rocky road for any beginner to learn..
Read 23 tweets
Jan 2, 2023
A little announcement:

First off: Happy New Year everyone!!

So, my life in the old year was very eventful and hectic with many ups, but unfortunately, I will remember 2022 as one in which I haven't published a single game! Real life stuff took so much energy from me.. ->
..& I haven't participated in jams. While my new social landscape has kept me satisfied, games have definitely taken a back seat & for the second half of the year I barely worked on or could focus on my own projects. Any free time I had I used on learning new not-games skills. ->
That said, 2023 will be different! In the new year, I am making plans which I want to stick to. 1st of which is that I am going to release the first version of #ShakedownGame on 18th of January! Yes, that's in just a bit more than 2 weeks, and a day before Monte Carlo Rally! ->
Read 4 tweets
Nov 7, 2021
Just learning about how computers work from a gorgeously drawn old Soviet encyclopedia for children
Look how many cars and trucks we have in our glorious country comrade, all for you to freely choose! (these drawings are soooo good!)
...or a train or a plane! Just pick!
Read 14 tweets
Nov 7, 2021
Kinda disappointed that anti-anti-art redirects to Stuckism
Stuckism was definitely the last "movement" we learned about in school. But seems like there's been a bunch new ones in the mean time that I've never even heard of. I guess to be an anti-anti it needs to be direct response to anti-art.
Read 4 tweets
Sep 30, 2020
Discovered this FPS gem from 2007 made by a solo gamedev from Uruguay, impressive: medium.com/@dominictaraso… #gamedev
Good news it works on win10. But for some reason on my native resolution it crops part of the screen. On 4:3 seems it doesn't crop. Oh & I had to start the game a few times to test it, which was super annoying cuz it has the first sin of video games, an UNSKIPPABLE INTRO!!
Everything in this game uses like deltatime lerping:
> current = lerp(current, target, dt);
from menu highlights to mouselook, lol. It's painful.
Read 13 tweets
Sep 23, 2020
So, I'm finally working on a "material" system in my engine. Until now there was no need for it since there was just one scene shader, with the only object-unique uniform being the texture. The framebuffer and debug lines were special cases that bind their own shaders (1/?)
So, each "object" (I called it Model) was just Mesh, texture, and the model matrix. This was actually the whole scene rendering logic, I did some checks to see if models in sequence have the same texture or mesh to reduce unnecessary binds: (2/?) Image
But now with adding materials, I actually have to refactor almost everything, and turn the Model into a bigger beast, that has a Transform, Mesh and Material. With the only addition being ability to switch shaders (3/?)
Read 9 tweets

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