I ported my engine after changing my PC from Windows/NVIDIA to Linux/AMD.
Here's how it went!
https://blog.jglrxavpok.eu/2025/04/26/engine-linux-port.html
I ported my engine after changing my PC from Windows/NVIDIA to Linux/AMD.
Here's how it went!
https://blog.jglrxavpok.eu/2025/04/26/engine-linux-port.html
🚀 I have published a new blog post:
The story of building my own game engine 🛠️🧱
➡️ Read it here:
https://www.danielbrendel.com/blog/35-the-story-of-building-my-own-game-engine-
#gamedev #indiedev #gamedevelopment #cpp #cplusplus #angelscript #retro #nostalgia #vintage #gameengine #customengine #steamgame
Enemy AI is still my #gamedev nemesis😅 Faced reusability issues with my last approach, so gave Behavior Trees another shot. Thanks to #BeeHave Godot Plugin, BTs finally clicked! So I built my own BT library for my #customengine, featuring a type-safe blackboard & basic debug view.
Released version 0.19.2 of #Lisien, the time-traveling rules engine for systemically complex life simulation games.
This release adds the ability to run Lisien with no database, nor any files open at all. It's mainly useful for testing Lisien itself--but could be of use in testing your game, too.
It also fixes the string store, so you can change what strings are in it within the Python interpreter, if you want.
Get it in your Python interpreter: python -m pip install -U lisien elide
Or on Itch: https://clayote.itch.io/lisien/devlog/932346/v0192
Just tackled some engine maintenance e.g. hunting down memory leaks and tightening frame pacing. Not visually exciting but necessary work. The only visual update: teaching my physics engine to handle stairs as slopes for smoother movement!
Released version 0.19.1 of #Lisien, the time traveling rules engine for making life sim games.
This is a bugfix release. The biggest bug was that big rules weren't resetting the time at the end of planning blocks, which meant that if you had a big rule that set a lot of things to traveling, such as the pathfind
example, they would wait for each other to finish travel before starting their own, which would take a really long time.
Get it in your #Python interpreter: python -m pip install --upgrade lisien elide
Or on Itch: https://clayote.itch.io/lisien/devlog/928348/v0191
Just released version 0.19.0 of #Lisien, the time-traveling rules engine for life simulation games in #Python.
This release switches the default storage engine to #ParquetDB. In practice, game history takes around 1/20 as much of your hard drive as it did with SQLite.
I did a lot of refactoring for this release, finding and fixing loads of mysterious crashes.
Get it in your Python interpreter with python -m pip install lisien elide
, or download on #itchio: https://clayote.itch.io/lisien/devlog/924265/v0190-small-files
Rework my physics integration with @jrouwe's excellent Jolt library.
And a demo of turrets shooting cubes, some Helldivers turrets vibes.
Next step : ragdolls
#indiedev #gamedev #customengine
New article!
"We have GI at home"
https://blog.jglrxavpok.eu/2025/03/18/gi-at-home.html
Small explanation of the GI technique I implemented for my engine
Finally got GI I am somewhat proud of!
That magical moment where you don't know the difference between bug or feature (AKA Jack Sparrow's run generator)
Accidental glitch art when trying to reproject screen probes
(heavily compressed gif to fit in toot)
Lots of new stuff added recently:
- Smooth ball control & kicking system using raycasts for accurate aim
- Ball prediction system helping players (with bounce indicators) and bots (finding the best intercept position)
- World-space sprite system
I added a window to retrieve and apply materials from Poly Haven, a very useful resource.
#indiedev #gamedev #customengine #polyhaven
Adding a 2D to 3D tile editor to my level editor and a 3D models drag and drop to easily place new objects.
The tile editor is hardcoded for this tileset but I'm working on a more generic one.
And you, what are you working on ?
#screenshotsaturday #indiedev #gamedev #customengine
Wasn't planning to handle any kind of crowd... but somehow ended up with 1000 animated characters on screen! And it's not even optimized yet. Today's computers are truly mind-blowing fast.
#customengine #gamedev #indiedev #solodev #screenshotsaturday
Baking lightmaps for direct and indirect lighting in Blender and using them in the engine!
It was a bit tricky to get right, but I'm amazed at the quality improvement compared to what I was used to in Unity.
#customengine #gamedev #indiedev #solodev #screenshotsaturday
⚽Update! Just added a simple test scene with a third person camera and basic player movements for my football game. Finally I can move around and I'm preparing the groundwork for the next features: ball control and kicking mechanics.
Frame rate independence! 🚀
Even though the game logic runs at 60Hz, everything now moves buttery-smooth on high refresh rate displays. The cyan physics debug view is intentionally running at just 10 FPS to show how the interpolation magic to keep the visuals fluid #CustomEngine #indiedev #solodev
Game physics! embracing the KISS principle: instead of overcomplicating things, I’ve only implemented sphere-sphere and sphere-box collisions hoping it should be enough for the type of gameplay I have in mind. Who needs complex collision meshes anyway? 😎