Sébastien de Graffenried
@sebdegraff
Game dev, made the game Terraformers. Game jams, homemade game engine dev. Sometimes streaming on youtube: 🔴 Also on mastodon: 🐘
Loving this calendar event I have at the end of this month. Farewell unity, it was fun for a while but I'm afraid I won't miss you 😬
I implemented a record+replay feature in C for the "interrogation" mechanic of our game jam game. I think it turned out quite well! More details in the blogpost
FYI: I tried entering "Séb" in the name field, but it didn't like that! "Seb" without the accent worked
Finally started implementing VFXs our artist @ryofougere.bsky.social made a while back. Looks promising! #indiedev #gamedev #pixelart
Added the game version, hash and time of the git commit at the time of the build to the pause menu of a game jam game. Nice way to be sure the version you're testing is the one you think!
In an hour I'll stream some game dev on Ravioli Planet, a cooking game I'm making with my girlfriend. Come say hi! www.youtube.com/live/n8RuF5g... #indiedev #programming #noai #c
nevermind, I'm progressing in my investigations and it seems on-demand symbol loading doesn't help with what I'm seeing, which is a ton of "Parsing symbol table for [library]" during startup. discourse.llvm.org/t/lldb-start...
Just a heads up: the playground currently outputs what looks like ANSI escape codes when there's an error. The project looks awesome, I'm eager to try more
Agreed, the trailing commas alone make it a much better fit for version controlled data. For my stuff I did away with commas completely
peak gamedev comedy is when an enemy deals damage every frame instead of once
Enabled -Wimplicit-fallthrough on my engine+games codebase, and it solved a mystery for past seb!
I'm at A MAZE! Hit me up if you're into custom game engines or making game "from scratch" :) #amaze2026
YESSS! This is the baseline latency we should expect from a CI pipeline. Nice to see what can be done when you're in control and not github actions or whatever. (The time it takes for the little package icon to turn white or red is the duration my VPS takes to compile and run a trivial c file)
Working on a particle effect for this evil god. Doing random dithering instead of fading out with transparency, to match the pixel art aesthetic. What do you think?
looked a bit more into how Ark VCS has evolved, and there are really cool features! For example you can have your CI system annotate changelists (commits) with "build flags" (really build status). That will show a little icon next to the commit that can be clicked to open the corresponding build.
Well... I guess since I'm developing on mac, I could use xcode which has absolutely _savage_ shader debugging tooling. But still, something cross platform and integrated to the engine would be nice.
Impressive! I would have sweared it was lightmapped to some extent. Now that you've explained think I can see the fill light near the window. And the occlusion behind the table, is that screen space AO? Or fill light casting a well-filtered shadow?
Streaming some tools programming on youtube in a bit: www.youtube.com/@seb_degraff I'll add features to the in-game editor that the game designer requested!
C# for sure improved a lot with regard to memory management. I would still challenge the "almost always less work than using an unmanaged language" part though. For this (arguably simple) example, it would look basically the same in C:
reimporting the project, it's been stuck on this for 30 mins. Took me a while to realize that it's processing the same atlas in a loop. Trying to kill and restart 😒
"Just patch the game" they said. "It will be easy" they said.
Added a histogram. It accumulates the durations of all zones that have the same name as the selected one