I am excited to share this new single-header C library I have been working on for a while now: vecmath.h, a comprehensive vector/matrix math library for graphics/games/3d.
It allows you to write vector math code in C that looks like this:
I got several requests for a blog post about my thoughts on ECS, so here it is! This is an area that interests me, so I'd be very curious to hear your opinions on the topic, so please comment and share your thoughts!
https://t.co/ZgJb5gEQhn
Why do Higher Degrees of Time-derivatives of Position have such funny names? Could we please get something like "Chuckle" and "Fart" somewhere there along the line?
If you like sharing and checking gamedev resources, I maintain this little link aggregator thing here: https://t.co/WiRxqxWcyX
It's invite-only for posting, but feel free to request an invite in the login page! (just make sure to read the rules)
Excellent blog post about gamedev in Rust. This also discusses the problems of ECS and how Rust gamedev basically requires generational arenas to work. I also discussed generational arenas in C++20 renderer in my latest SIGGRAPH talk.
https://t.co/zTBPC9bd7L
⭐️⭐️⭐️
Panthera 2.0 released now!
It's my animation software, written in #defold. You able to create, edit and use animations, designed for #gamedev
Check out the beautiful Github page here: https://t.co/s55gapkoHh and don't forget to hit the ✨star!
#panthera
I invite you to the Game Idea Jam 2024! 🥳
Generate game idea and make a game!
Any tools, beginner friendly, just an occasion to make a unexpected, interesting game! 😉
#indiedev#gamedev#gamejam#solodev#indiegames
👇
https://t.co/JlsBKM6IFq
I currently use this snippet in my SSAO shader to generate random numbers. Anything faster out there?
I just need it to generate bad quality normal vectors. Don't even need more than fp16 quality for those...
Mega river system! I've had trouble making good rivers before. Now I've sort of special cased the rivers by collapsing them depth-first to let them wiggle real far, and then the rest is collapsed breadth-first, making nice gentle slopes that only occasionally meet steep cliffs.
A cute binary tree rect packer. Generating the placement attempts is kinda brute force (to get into all the nooks and crannies), but then it's using the tree properly for fast collision checks. I think this is the first time I've actually written a proper space partion tree. Fun.