Diego Flôor
@diegzumillo
I'm Diego and I do a bunch of things. Physicist, shitty programmer, game dev
I tried to squeeze enough gameplay in 20 seconds for the #raylib showcase thing. #gamedev #flightsim #fps #immersivesim
I am super excited now. This is such a nerdy game I'm making, jesus christ. I implemented MFDs, as terminals for a main computer in the plane. There's a transparent display for overlays too. The current available programs are all hard coded by me, but I'm really interested in a scripting language.
Made a couple of #blender plugins. A FEM solver that optimizes shape based on physical constraints, and one that makes things look mechanical.
By the way, anyone know where I can find Sculptris? That would spare me a lot of work. #3dmodeling #sculpting #programming (I wanted to post a video of it, but bsky doesn't like it. you can see it in the post in the reply)
I can finally walk around, board the plane, and take off. #gamedev #flightsim #scifi
Ballbox, the C single header 3D physics library, has a piston constraint now. #gamedev
Making some gifs for the post. Specter engine now has physics, powered by Ballbox! late #screenshotsaturday
Spent last week working on visuals and the article is basically just me rambling about pixel art, filters, degradation, art, and life.
Rubbish performance and gif compression aside, the transition from ground to space is pretty seamless in this ray marching renderer.
Who wants another #gameengine ? Too bad! this is just a blog post about one. The Specter Engine is made in C with #raylib and I just erected the final major pillar: planetary terrain. #gamedev
Instead of a random project every week, it will be every other week. And a devlog in between, about a long running project, like games and such. (This is a substack post, btw, link in the replies)
Added a dedicated analysis tab to KeyCrumbs (or whatever its name is). Now making a #metroidvania is easier than ever! And I'm still working towards making it useful for information games like Outer Wilds. It's getting there. #gamedev
Are you making a metroidvania? I made a tool to help with that. #gamedev
This week's project is a design tool for non linear games. Here's Super Metroid as an example. There's going to be an article in a couple of days, and hopefully a demo. #gamedev
Trying to make a gamedev tool, to help design non linear game progressions. The idea is to use keys and gates also as an abstraction for things like information or upgrades.
Spent the week trying to get shadows with just SDFs. Link to article in replies. #raymarching #sdf #computergraphics
Remade an old game jam project. It's a 2D rocket simulator structured like a casual game. Didn't finish it for lack of an audience, but wrote about the process in my patreon (link in replies) #gamedev
Testing out Ballbox (the physics engine) with a fancier fractal to see if it has any impact in the performance. It doesn't! Runs super well. #gamedev #physicsengine #c #raylib
Week 4 project: A proof of concept for a level editor with procedural generation built in, with customizable player movement. So you can more easily design levels for many kinds of 2D games. Links in replies. Made in C with #raylib #gamedev #indiedev #leveldesign #procedural
Finished week 3. Made a simple SDF editor with some fractals at our disposal. Done in C with #raylib #gamedev #raymarching #sdf #fractals
Until I get a job, I will work on a different project every week, with the goal of having something as close to finished as possible. For the first week: a smart pixel art brush. The idea is to have a really small neural network that can run in real time.