Oni

Oni

@oni.team-nutshell.dev

Graphics Programmer and Game Engine Developer. @team-nutshell.dev

110 followers145 following466 posts

Man who puts his hand on the stove: "Bruh, you're still not putting your hand on the stove? Everyone puts their hand on the stove."

As a hand stover with 20 years of experience, I can tell you that all my friends put their hand on the stove and if you don't, you will be left behind.

Apple's restrictions so you can only build for Mac from a Mac is hurting them more than it hurts gamedevs to be honest. Mac lacks games for this reason, so people don't play on Mac, so devs won't invest to put their games on Mac, this is a vicious circle.

Manorbound releases tomorrow! Some final touches here and there, some quality-of-life improvements too. Here was the logo before the current one, I really liked this one but I couldn't really give it that "dirty clean" look I was looking for.

Pro-tip: if you want to know if a project on GitHub is made with AI, just block all AI agents and you will see a message like this:

Today, I learned that there's a limit in the number of "else if" you can do in a row. The C++ standard says the minimum is 256 but Microsoft doesn't care so the limit of MSVC is "generally between 100 and 110" (note: I hit it at 123). I have a workaround but ugh.

Manorbound is releasing in a little bit more than a week so if you want a key to review or stream the game at release, or if you know someone who could be interested, please tell me! If you participated in TGDQuest and already got a Manorbound key, don't worry, it will still work.

It is with great displeasure that I have to up the disk space requirements for Manorbound from 30MB to 40MB.

Je vois de nombreux toulousains sortir du métro et s'arrêter devant les portes fermées de la Fnac Wilson, effarés, comme égarés. Ce n'est pas un adieu mais c'est tout de même une page qui se tourne.

The number of Nintendo games getting voice acting with the Switch 2 is pretty crazy. I'm not sure how it's related, but it's cool!

Just before Metroid Dread's release, I played through all Metroid 2D games. All but one. Metroid 2. But I have to fight my fears and do it.

I have been working on my next game non-stop for the past two months and I'm pretty happy with the result. It's playable from start to end but lacks the polish for a proper announcement. Here are some work-in-progress screenshots though!

Absolutely disgusted by Microsoft management in general, but especially for id Software, pioneers in real-time computer graphics for video games and one of the few studios to still use a custom engine with Vulkan, in a world where tech is now focused around a few big companies.

While NutshellEngine was already able to fetch some tagged variables from Scripts so they can be edited in the editor, it's now possible to do it even with the parent Scripts!

Get ready for the most creative FIFA game!

Eurogamer@eurogamer.bsky.social

Senior EA exec Laura Miele thinks AI has led to "a real rise of creativity" among the publisher's studios www.eurogamer.net/senior-ea-ex...

"Interesting" new bug with OpenGL and GLSL : I have a piece of code that determines the shadow cascade to use from a world position. I found something weird so made a minimal example. Here are the two results if I use a loop or if I unroll the loop:

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"Interesting" new bug with OpenGL and GLSL : I have a piece of code that determines the shadow cascade to use from a world position. I found something weird so made a minimal example. Here are the two results if I use a loop or if I unroll the loop:

The whole code basically just takes the world position and multiplies it with the view matrix to get the view position, calculates the cascade index, and, if the cascade index is 0, it's red, if it's 1, it's green and if it's 2, it's blue. The unroll version is the correct one.

The randomless version may be more interesting in this case, I'm not sure. Participating media is supposed to have some kind of randomness but it's too much in my first video.

Lights should be a little bit more usable in NutshellEngine now, thanks to meshes showing the direction, distance and color of the light sources.