rihards paskausks

@rp.wtf

dev at Color Gray Games. The Rise of the Golden Idol is out!! I write occasionally on https://rp.wtf

Odin is fairly different from gdscript, and yet they are similar enough that it screws with my muscle memory when I switch from one to the other.

odin + raylib has been borken for weeks on arch linux/cachyOS. I have been abstaining from updating my laptop, since I have the old, working version, because I don't want to compile odin manually or, god forbid, install it from AUR.

I can say without a doubt that id software games are the most impactful pieces of software in my life. happy 30th, Quake! happy 35th, id software!

Fellow Godot devs: if you're interested in adding dynamic resolution scaling to your game, feel free to claim this script as your own ☺️ This is the script I wrote for the macOS optimisations mentioned in the previous post. blog.fiveninegames.io/adding-dynam... #godot #gamedev

Adding Dynamic Resolution in Godot

Resolution scaling is quite common in most games nowadays. It offers the ability for users to reduce the rendering resolution of the game without having to endure annoying resolution changes when alt-...

blog.fiveninegames.io

The wife went out of town with the kid which means the only time when I'm not coding this week is when I'm eating (and possibly even then some).

We just reached 10,000 wishlists for our upcoming Golden Idol-like, City of Voices! Big thanks to everyone who's supported and stuck with us, and helped spread the word. We're sorry it's taking so damned long! I assure you, we are making progress, slowly but surely!

Bild

Want to make a custom asset packer for fun. Learned to use inotify - they were not kidding when they said everything in Linux is a file.

I see some concerns raised about Godot's policy on contributions using AI. TL;DR: Godot isn't vibe-coded. As a whole, the Godot foundation and maintainers are fairly critical of AI usage, and don't make nor accept vibe-coded contributions. Godot doesn't include AI features nor intends to add any.

Godot's current policy on AI-assisted contributions reads like this:

"The use of AI to contribute to Godot is discouraged, and contributions made entirely by AI are prohibited.

We acknowledge that AI can be useful, but we are convinced that human effort results in better and more relevant contributions.

If you do use AI, we expect that you put in effort to proofread and improve anything it generates, and that you disclose what you used AI for. As maintainers spend significant time reviewing your code, please make sure that the code you submit is well-tested and functional. Please be respectful of their time and only submit something you have put thought and effort into."

Thought dump (no discussion): If you don't like an engine's leadership's stance on AI, you can push for change, or stop using/supporting it. That's power. But if your aim is to avoid "tainted code", please consider what that actually means for you. Thread. 🧵👇 #gamedev #indiedev

The book is now taken down, so hold on to the PDF if you downloaded it. Turns out Fabien Sanglard eventually distanced himself from it too. I guess there's a line when inspiration turns into plagiarization. news.ycombinator.com/item?id=4855...

> perhaps this is all sanctioned In short, it is not. I received early draft fro... | Hacker News

news.ycombinator.com

rihards paskausks@rp.wtf · 2mo ago

I downloaded this book last night and got carried away reading it until way too late lol. forgottenbytes.net/commander_ke... This is inspired by Fabien Sanglard’s Game Engine Black books if you are familiar with those.

Reading about AdLib, I realize why all AdLib music sounds so “soft”. It’s because the underlying Yamaha YM3812 (OPL2) chip can’t do square or triangle waves, only various forms of sine. Not without “hacks” at least, it seems.