Back at work on my voxel game. Implementing a robust asset and rendering pipeline to make sure it can support all features. - Rendering using VertexPulling - World-aligned textures - Block states can change texture and/or geometry - Animated textures #gamedev #indiegame #voxel #csharp #opengl
@felix-cocli.bsky.social
Software Developer. Love C#. Developing Shatterwild, a Runescape-inspired game.
Normalize using 'allow-list' and 'deny-list' because they actually-describe-what-they-are. Using 'black-list' and 'white-list' are not only racially insensitive but require an explanation.
it's generic late november discounts time! kitsune tails is 33% off, its biggest discount yet, but if you buy the bundle you get all our games for the price of one full price copy of kitsune tails: itch.io/s/169922/kit... please help us survive winter 🙏
Published the first public version of my .NET OpenGL library for debug drawing in 3D applications and games. It uses modern OpenGL 4.6 and low-level .NET features for high-performance rendering without runtime allocations. github.com/Felix-Coding... #gamedev #csharp #dotnet #opengl
More work on my voxel game. Switched from Raylib to GLFW and OpenGL. Currently working on custom block models. The goal is to render them just like every other terrain block. The goal is to stay at 12 bytes per vertex. #gamedev #indiegame #voxel #csharp #opengl #minecraft
First progress on my new game project 'Shatterwild', a single-player runescape-inspired game. Using Raylib and C#. #gamedev #indiegame #raylib #csharp
Anyone else seeing .Net based applications failing with "Invalid DateTime" errors today? It sounds like there's a bit of a Y2.25K bug going on at the moment.
Question for any folks on the #dotnet team. Any thoughts on docs and samples/templates for workloads like #wpf and #winforms use GenericHost? Seems like something that should be amplified more. cc @timheuer.com @davidfowl.com