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Grilled Cheese is a product of Village Compute

Version devBuilt at: 2026-10-10 01:38:52 EDT

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@stomygame.itch.ioOct 10, 2026, 3:03 PM

Prototyped a little conversation system. Big success frankly, it won't take much work to port this back onto the main branch.
Having characters talk like this is so magical, really adds a personal touch that my last game was missing! #ScreenshotSaturday #gamedev #indiedev #solodev #enginedev

@stomygame.itch.ioOct 7, 2026, 4:00 PM

Character modeling practice.
#gamedev #solodev #indiedev #enginedev #blender

@stomygame.itch.ioSep 26, 2026, 3:51 PM

New video for #screenshotsaturday: I've ported in Ctesiphon's system for lighting entities as they move around. Adding a gun to demonstrate meant I couldn't help myself but add some bobbing to it. #gamedev #enginedev #solodev #indiedev

@strangewire.bsky.socialSep 25, 2026, 4:45 PM

Well, kind of finished with the first version of a simple steering system, here's a couple of group behaviours for you:
1. Seek orbit around target

#indiedev #oldschoolai #behaviourtree #steering #gamedev #solodev #enginedev #beatemup #brawler

@strangewire.bsky.socialSep 21, 2026, 6:44 PM

working on steering angles and a fast lookup table for degrees to vector conversions... it's really fun to plan these things with pen and paper.
#indiedev #gamedev #solodev #enginedev

@stomygame.itch.ioSep 19, 2026, 2:42 PM

Ported the old particle system to my new engine. Practically unchanged for the last ten years except for how I store the definitions.
#gamedev #enginedev #solodev #indiedev #screenshotsaturday

@deverauxdev.bsky.socialSep 19, 2026, 12:27 AM

Please do me a solid and pass this along..
cheers.

On solo dev to another.

#RustLang #SystemsProgramming #LocalAI #EngineDev

@devster269.bsky.socialSep 18, 2026, 6:10 PM

Was playing around with my post processing stack and AgX tone mapper in my custom forward style graphics renderer built in a 2010 graphics API with a custom hybrid lighting model.
I think the results speak for themselves!

#Gamedev #Indiedev #EngineDev #OpenGL #GraphicsProgramming #OdinLang

@devster269.bsky.socialSep 17, 2026, 10:40 AM

Been building a custom 3D forward style renderer for my engine in less then a month with OpenGL 3.3.

Screen-space ray-marched reflections, global illumination & AO and full post-process stack, all running with only 3 render targets and no modern hardware required.

#Gamedev #Indiedev #EngineDev

Experimenting with ray-traced global illumination in a custom forward renderer built with OpenGL 3.3. The scene shows geometric structures with noisy GI lighting.showing the screen spaced normals debug view.
@strangewire.bsky.socialSep 14, 2026, 9:07 PM

A new post about the physics system is up.

#indiedev #gamedev #csharp #devlog #solodev #enginedev #physics

@stomygame.itch.ioSep 13, 2026, 2:14 AM

A late update for #ScreenshotSaturday. I refactored all my mixing and decoding to be done on miniaudio's own thread instead of the needlessly complicated triple-buffered system I had before. It's also allowed me to add a simple low-pass filter. #gamedev #indiedev #solodev #enginedev

@strangewire.bsky.socialSep 10, 2026, 7:34 PM

They're alive!
The interesting thing is that every enemy is using the same behavior tree, as the tree itself is stateless. Calculations are made based in the entity id and the current node each entity is on.

#indiedev #gamedev #solodev #enginedev #csharp #dod

@strangewire.bsky.socialSep 10, 2026, 6:38 PM

I've finally got the Behavior Tree implementation working. I did not think it would be so complicated to code a flattened data driven tree, but it was a great coding exercise, really. It's always funny how the code becomes gigantic before you realize which cases are redundant.
#enginedev #indiedev

@devster269.bsky.socialSep 7, 2026, 3:30 AM

#Gamedev #Indiedev #Enginedev

@stomygame.itch.ioSep 5, 2026, 3:42 PM

That's it. No more bitching! I refuse to make it any more obvious!
#ScreenshotSaturday #indiedev #gamdev #solodev #enginedev #BoomerShooter

@devster269.bsky.socialSep 5, 2026, 10:33 AM

Redesigned the core engine systems to be fully automatic and dynamic, serialization and ECS component handling now occur automatically at runtime and scale with minimal maintenance needed making it easier to add new components.

#Gamedev #Indiedev #EngineDev