she'll let you get as many computers as you want if they are cute and blend in
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having been at the green company
the internal jensen worship culture is bizarre as hell
their "solution in search of a problem" mentality wrt ai, particularly features which I think make games markedly worse (framegen) is deeply disappointing
so hopefully this big dip can hopefully temper the former and bring the latter's focus back into reality
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the pixel density will increase until morale improves
by https://samfilstrupart.myportfolio.com/ for our upcoming thing
[#]indiegamede #playdate #pixelart
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its crazy how much a new windows machine feels like malware
doubly so if its one given from corp IT and this littered with additional intentional malware
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fire evacuation, and I remembered to pack dodonpachi, but not pants
we are who we are 😌
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soon-ish?
[#]playdate #indiegamedev
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thanks for the love @Engadget
a fair distillation of our game ❤️
link: https://www.engadget.com/gaming/best-playdate-games-190049201.html?guccounter=2
[#]stg #shmups #playdate #indiegames
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SDL3 is already in fedoras package manager, meaning my engine can use the system libs again after moving from 2 to 3 a couple months ago. This provides a nice bump in build times.
static was 2.56 secs
, dynamic is 241.20 millis
certainly wasn't slow before, but <250ms is very nice
[#]indiegamedev #sdl3
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oh! TIL you can put the attribute spec before the type decl, so this can be much more natural
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wrote up a nice little scratch buffer system in the engine last night, useful for things like path manipulation during asset loads and small scale, short lived data structures. backing data has a configurable number of small and large buffers.
uses clang/gcc's cleanup attribute to free its slot in the backing array of buffers when it goes out of scope.
[#]indiegamedev
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who says we cant have our cake and eat it too :)
just plain C code with @ocornut 's awesome Dear ImGui. no dynamic allocation, cleanup handled automatically.
it wont compile on MSVC, but we are practicing self love and not entertaining hobby compilers 😌
[#]indiegamedev
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One of the authors on SDL_GPU made a cool post about the shadercross tool they put out: can be used to convert HLSL or SPIR-V to platform specific bytecode offline as a CLI or at runtime
https://moonside.games/posts/introducing-sdl-shadercross/
[#]sdl3 #indiegamedev #gpu
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ux issues aside, im happy with the experience over here since cohost died.
its less active than twt was, but thats honestly for the best, I got too caught in the cycle like-fueled dopamine hits and the conversations I have and things I'm made aware of are almost always valuable, from programmers I respect a ton. no interest in something thats trying to be another twt
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me, needing to choose a job offer very soon
choosing to re-write my config file parser
this is my version of getting bangs
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puzzle keys preview
sam is really going crazy with the pixel density on this game, I've had to write a smarter memory loader this time to swap things in and out more regularly 😅
[#]playdate
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putting something out into the world is mostly rad
but the odd parasocial stuff that comes from it is bizarre as hell
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I don't have the emotional capacity to watch this stuff today.
I did my civic duty, yall should too. Please don't embarrass us.
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dreading having to re-install a constant communication tool (slack) if I take a job
setting aside its horrible performance,
its easily the most detrimental thing for focused work I've ever seen in my career
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hello my video game is on sale, should be the last one this year
https://play.date/games/gun-trails/
[#]playdate
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yeehaw #playdate
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