By the way, Tofu Engine already supports Mode7-like transformations when moving data canvas-to-canvas. However, Copperlist-like transfer is more efficient for a lot of effects. #gamedev #indiedev #gameengine
Marco Lizza 👾
@mode13h.dev
Unconventional #swengineer 🏙 and passionate #gamedev 🌃. Working on my 🕹 game engine 🎮, find details @ tofuengine.org Father of a daughter 👩 and two dogs 🐶🐶. Music lover 🎶 and amateur musician 🎸. Not eating animals 🥗. Read my blog 📖 @ mode13h.dev
One of the (IMO) coolest features of my game engine (namely Tofu Engine) is a copperlist-like programmable cancas-to-vram transfer. Now, I'm adding this feature also to canvas-to-canvas transfer. This will unlock a lot of cool effects! #gamedev #indiedev #gameengine
Almost ready with the vector class in my game engine, fixed here and that, also to optimize the operations. One more step done! I was working on the software renderer and I needed to have a break... :) #gamedev #indiedev #gameengine
A piece of ancient gaming history: such great memories of those times! :D #gaming #gamedev #retrogaming
Mattel Intellivision vs Atari 2600 - The very first console war! | White_Pointer Gaming
YouTube video by White_Pointer Gaming
youtube.com
Is fixed-point math still worth using, today? New post mode13h.dev/is-fixed-poi... and new library github.com/MarcoLizza/l... #gamedev #indiedev #gameengine
GitHub - MarcoLizza/libfix32: Basic portable single-header fixed-point math library. Built for simplicity.
Basic portable single-header fixed-point math library. Built for simplicity. - MarcoLizza/libfix32
github.com
Is fixed-point math still worth and useful in 2026? Not as a geneal purpose approach, but when used in some specific (restricted) contexts... definitely yes. Devlog in the making on how I reconsidered its use in my game engine. #gamedev #indiedev #gameengine
I'm currently playing Stellar Blade. Honestly, I nice game, very polished and classy. The Nier: Automata vibes are really nice (I loved Nier, back them). However, the gameplay is so dull... #gaming #stellarblade
I've optimize (yet again) my game-engine's roto-scaler. I'm baffled. Apparently very few information exist online on incremental inverse mapping and half-extent based AABB compuation. Or I'm simply at finding any of it! :D Time for a new devlog... #gamedev #gameengine #gamemath
It's always such a fun to watch someone dissecting how old-school games were implemented. :) #gamedev #retrogame #amiga
How Amiga Games Work - Episode 25 - Banshee AGA
YouTube video by psquaredish
youtube.com
Looking for work. Worked on Minecraft. Available immediately for contract or full-time, illustration / art direction / visual development. castpixel.artstation.com DMs open. Boosts appreciated.
Christina Antoinette Neofotistou (aka castpixel)
Principal Illustrator - Art lead - Animator - Pixelartist
castpixel.artstation.com
Reworking yet another piece of Tofu Engine. The Rotoscaler was implemented with a (partially optimized) per-pixel explicit inverse tranformation from the target buffer to the source one. Time to implement the incremental version I have in mind since a while... :) #gamedev #indiedev #gameengine
I made a game in 3 days for #ldjam Fling a bat and explore levels using echolocation. Like billiards but weird. Let me know how it plays for you? Thank you! castpixel.itch.io/ping
She worked for WB Games... that's so cool! ( and the pixel-art is awesome, as usual )
I truly hope in a future where the reference platform for gaming is Linux... ... and I try and contribute with my tiny game engine, which is a multiplatform Linux-first project. #gamedev #indiedev #gamingonlinux
This is what I personally consider Amiga's swan song. One of the last games I played before leaving the platform for good. Possibly the best shooter. #amiga #shmup #retrogaming
Disposable Hero Longplay (Amiga) [50 FPS]
YouTube video by AL82 Retrogaming Longplays
youtube.com
Showcasing my phone guitar instrument Android app - midi out to your favorite DAW - auto chords (open/ barre/ power/ slash) - looper! - full pedal FX chain - 3 amp cabs - lefty mode,of course - ultra-low latency - very playable for live performing - hex keyboard out next week! #indiedev
Over the course of the last two months, I reworked my game-engine's rendering/graphics sub-system. I took notes during the process. Now the not-so-easy task to reorganize them and put it together... 😅 A devlog will follow soon enough. I hope. 😆 #gamedev #indiedev #gamenegine
Putting up a new pixel art still. Feel free to tell me what stands out to you in the comments! Your feedback means a lot—drop a comment below. #IndieGameDev #IndieGames #PixelArt #GameDev #IndieGame #IndieDev #SoloDev
Another Single from Reformation 5: The Palace Main Theme #c64 https://remix64.com/news/another-single-from-reformation-5-the-palace-main.html
Another Single from Reformation 5: The Palace Main Theme
Matt Gray has released another single from his upcoming Reformation 5 album: the main theme of The Palace level from The Last Ninja. Although Matt has already tackled this tune on his Reformation 3 album, he has reworked it significantly. It's availabe now on Bandcamp.
remix64.com
So... ... texture double-buffering and PBO ring implemented. The upload and draw phases of the rendering system are as detached as possible (for now). Now, on to reworking the transparency management to improve performance even more. #gamedev #indiedev #gamengine
Adding both texture double (or triple) buffering AND a decoupling PBOs ring-buffer has proved simpler than expected. No longer CPU x GPU stalls! Yatta! :) #gamedev #indiedev #gameengine