I already have a train and a rocket launcher, so there's no need to use this bug as part of a gameplay element ;)
I already have a train and a rocket launcher, so there's no need to use this bug as part of a gameplay element ;)
My budget is only my energy after an hard day of work, so I keep it if it's fun ๐.
Yes controllers are hard to master. It's a raycast to select the picked object and I'm changing the linear and angular velocity of the rigidbody based on the target point and direction.
Both ๐
So it's a bug in need to fix or a feature I need to remove ๐ค
A bonus platform with an Easter egg ๐ฅ.
Over the past few days, I've continued working on the first-person controller and object manipulation. I thought the system was ready until I discovered one last problem.
#screenshotsaturaday #gamedev #indiedev #fps
It's better with rails and a bigger path.๐ค๏ธ
Reworked the First Person controller with Jolt Physics. โก
To test it out, I upgraded the spline system and built a train. ๐
Now, let's see if the train can carry objects! ๐ฆ
Spoiler: Yes! โ
#gamedev #indiedev #fps #joltphysics #gameengine
Back to gameplay stuff. ๐ฎ
Implemented object manipulation in first-person.
It was easier than expected!
It's nice when things just work.
Now I can dive into gameplay mechanics, like puzzles. ๐งฉ
#gamedev #indiedev #fps #physics #gameplay
Still polishing the editor UX.๐ ๏ธ
I reworked the toolbar to make it cleaner. โจ
What do you think of the new layout ?
โฌ๏ธ Before /โฌ๏ธ After
#gamedev #uiux #indiedev #tooldev
Yes, it's the name of the crowbar ๐
Building big features can be draining. ๐ง
So to take a break, I switch to small QoL improvements on my code.
Lately, I polished the editor UX:
- Reworked the hotkey systemโจ๏ธ
- Added "Random Color per Object" debug view (inspired by Blender) ๐จ
#gamedev #indiedev #cpp #tooldev
New algorithm : Splitting into a few (seven) pieces and subdivision of each new polygons into 2 or 3 sub-parts
Choose a random point and orientation, then divide the polygon containing that point along the direction.
Attempting to recreate the shattering of glass, first step: dividing the polygons
#indiedev #gamedev
Thanks Jake.
The dash is important ๐
A brief summary of the evolution of my game engine in 2025
#indiedev #gamedev #gameengine #recap
I finally managed to launch my engine and my latest level (and my engine) on my Steam Deck with a stable 40 FPS. ๐
#indiedev #gamedev #gameengine
Indeed๐
Thanks, but I was heavily inspired (copied) by Half-Life Alyx atmosphere. Here's the reference ;)
Thanks :)
After replaying a famous FPS, I wondered if my engine could deliver rendering quality similar to other commercial game engine.
So I tried recreating a level, and after two days, here's the result.
What do you think ?
#indiedev #gamedev #gameengine
On my engine, SSAO was a post-process on the entire screen.
Now it's an separate pass performed right after the Z-Prepass, allowing me to use AO directly in lighting.
Bye-bye AO on selfillum surfaces.
I've also replaced my SSAO shader with XeGTAO.
#indiedev #gamedev #gameengine
I'm using Google Mediapipe.
Playing with face tracking via my webcam to animate a simple 3D model in my game engine.
#indiedev #gamedev #gameengine
Half-Life 4 is confirmed
#halflife #gamedev
A month has passed since my last post, but I was on vacation (full disconnection) and then I worked on game systems, and more specifically on NPC (Non Player Characters).
Now they can follow a target with their eyes in a more natural way.
#indiedev #gamedev #gameengine #npc
I realized that my cubemap filtering and my IBL (the specular with roughness part) were incorrect, so I recreated the famous PBR spheres with Pisa HDRI to check if everything was OK.
It's seems Ok now.
#indiedev #gamedev #gameengine #pbr
A new room with a computer and... a twisted corridor ? What is this room ?
#indiedev #gamedev #liminalspace