Here's a VSMC2 update for those that are interested! (VSMC2 = Vintage Story Model Creator 2) Links from image: vsmc2 - discord.com/channels/302... alpha VSMC2 - github.com/anegostudios... #vintagestory #voxelart #voxel #sandbox #survivalgames #pixelart
@chroohn.bsky.social
Hobby C/C++ coder and Electrician. And still bad at English. I usually dont say much.
The slides from my talks at the Better Software Conference are now available here: terathon.com/lengyel/#spe...
Ok, new sokol+box3d integration sample is out: floooh.github.io/sokol-html5/... Had to disable WASM SIMD last minute because of a LLVM/Clang regression in emsdk 6.0.3 (will investigate and write a ticket later). Also comes with a breaking sokol_shape.h update: github.com/floooh/sokol...
Ok, new sokol update: sokol_app.h now allows much more control over swapchain configuration.. Many more details in the changelog: github.com/floooh/sokol... Sample webpage is *NOT* yet updated (e.g. the links in the changelog don't work), because Github CI is broken (again...)
github.com
Good read, worth bearing in mind that in identifying a GPU bottleneck, dropping the graphics preset might affect CPU perf as well, even dropping the resolution might as the renderer could use it for some form of culling (eg screen area/occlusion tests). wccftech.com/how-to/cpu-o...
CPU or GPU Bottleneck? How to Diagnose What’s Really Limiting Your Gaming Performance
Learn to diagnose CPU and GPU bottlenecks in gaming performance with tools like CapFrameX and PresentMon for optimized PC setups.
wccftech.com
Attention Mod Devs! --------------- We're looking for community feedback for proposed plans to help the effectiveness of the modding section of our wiki. If you've used the wiki to help with developing mods, please give your feedback on the VS Forum, here: www.vintagestory.at/forums/topic...
[Community Feedback] Potential Improvements to the Modding Section of the VS Wiki
Hi all! I'm looking for some feedback on some proposed plans for the modding section of the wiki in terms of how to make it more useful for everyone who uses it. If you have the time, I would love to ...
vintagestory.at
I’m happy to announce the release of a new open source 3D physics engine called Box3D. I’ve been working on this project for a few years now, but it represents over 20 years of experience writing physics engines for games. Read more here: box2d.org/posts/2026/0...
Announcing Box3D
I’m happy to announce the release of Box3D, an open source 3D physics engine. It is now available on GitHub. Box3D repository You can think of Box3D as a fork of Box2D, extended with many features nee...
box2d.org
I made a video about the smooth-maximum function, I hope you like it! youtu.be/6Qb6QtC6QMs
A function you cannot do without
YouTube video by Inigo Quilez
youtu.be
Reminder that the coding help I need the most for Dear ImGui are related to tech that are foreign to me: Vulkan, OSX, Metal, Android, Linux. Many open issues/pr, need quality brain time, design time, explanations & reviews to close topics rather that have more opened: github.com/ocornut/imgu...
The depth and thoroughness of @bgolus.bsky.social articles, when you are blessed with one relevant to what you're currently doing. (In this case, using normal maps with triplanar texture mapping.) bgolus.medium.com/normal-mappi...
Normal Mapping for a Triplanar Shader
Triplanar mapping is a great solution for dealing with texturing on complex geometry that is difficult or impossible to use traditional UVs…
bgolus.medium.com
New blog post! Kinda math-heavy this time, but I wanted to share about this weirdly fascinating things called quiver representations that generalize stuff from basic linear algebra to wild unsolvable problems 🤩 lisyarus.github.io/blog/posts/q...
Hello, I'm Youen, game developer! I like to tinker with stuff, #DIY, electronics and software. I'm currently working on a personal project, #Contraptioneer, a construction game with a focus on designing functional mechanisms and machines from generic parts. #Introduction #GameDev #IndieGame #Maker
Sometimes I wonder whether I'm making a game or just a very pretty interactive screensaver 😅 #indiedev #indiegames #gamedev
HELP! #raylib maintainers needed! raylib has grown a lot in the last few years and it's impossible for me to maintain everything; there are some systems that I'd need some help from users with more experience than me! Thanks for your support! ❤️ github.com/raysan5/rayl...
HELP! Maintainers needed! · Issue #5874 · raysan5/raylib
raylib has grown a lot in the last few years and it's impossible for me to maintain all the parts involved in the library, there are specifically some systems that need maintainers to help with: [b...
github.com
I've been reading through the modern vulkan tutorial targetting Vulkan 1.3 (howtovulkan.com) by @saschawillems.bsky.social and my thoughts are 1. It's definitely much better than Vulkan 1.0 10 years ago, and 2. WebGPU is a perfect intermediate step for OpenGL -> Vulkan transition
How to Vulkan in 2026 - How to Vulkan
How to write Vulkan graphics code in 2026
howtovulkan.com
New stuff in Vintage Story! Fishing! Tell your friends! Fish with them too! #vintagestory #voxelart #voxel #sandbox #survivalgames #pixelart
Ok, new sokol header "sokol_framebuffer.h" is out, along with two new samples: floooh.github.io/sokol-html5/... floooh.github.io/sokol-html5/... ...more infos in the changelog: github.com/floooh/sokol... Enjoy!
Sen. Mark Kelly: "If you say something that the president or this administration does not like, they're going to come after you. The president is trying to silence us, and I can't think of anything that's more un-American."
Lazy tonemaps: rgb = tanh(rgb); rgb /= 1.0 + rgb; rgb = 1.0 - exp(-rgb);
You might remember that I was working on my own programming language a few months ago. I've decided to write a blog post about what this language is, how it is implemented, and what are my future plans! lisyarus.github.io/blog/posts/m...
Making your own programming language is easier than you think (but also harder)
lisyarus.github.io
Here are some techniques I discovered through 14 years of shader programming:
(🧵 1/6) Recently I've been working on an HLSL interpreter, which can execute shader code entirely on the CPU github.com/pema99/HLSLI... I used it to make a cute little interactive debugger demo. You can try it yourself at pema.dev/hlsl/
raylib 6.0 is around the corner and I just updated the architecture diagram, it blows me away how far it has come! ❤️ #raylib architecture v1.0 vs v6.0, 12.5 years apart