#DevLog: #Anklang TypeScript & Sndfile Updates
#Jsonipc #TypeScript migration complete, including codegen!
Updated development docs accordingly
Manually wrote #libsndfile config.h
#DevLog: #Anklang TypeScript & Sndfile Updates
#Jsonipc #TypeScript migration complete, including codegen!
Updated development docs accordingly
Manually wrote #libsndfile config.h
We're making Halloween Harry in Godot. I discuss why we chose this engine. #indiedev #indiegames #devlog #gamedevblog #godotengine
Wishlist: https://store.steampowered.com/app/3040430/Halloween_Harry/
If you missed my latest devlog, here's a sneak peak
Permacommons #devlog 2025-08-19
This took a while to get working, but in my quest to automate all the things I managed to end up with a publish workflow for the `chabeau` crate that seems fairly sane.
1) Stage release on a release branch, using "cargo release"
2) If all checks pass, merge into main (protected branch)
3) Check on main detects new tag & publishes crate (assuming final pre-publication checks are happy)
Concurrency group ensures it only runs once.
Noice! Noticed my postgres instance was using 80% cpu, created a new index, changed the query a bit, and now it is using 0.2%! Damn... that's awesome! Going to let this table grow and see how this will scale.
#DevLog: Fixed Jujutsu tag deletion in jj-fzf
The #Jujutsu #VCS sometimes deletes ::@ history when importing #git #tag deletions (see screenshot)
jj-fzf will now force all commits to remain reachable when it deletes a bookmark or a tag
Related #Jujutsu #VCS discussion:
https://github.com/jj-vcs/jj/discussions/7248#discussioncomment-14135120
Hi everybody. I think there's one more topic I haven't touched on yet, which also belongs in our series on raymarching technology. It's about creating arbitrary shapes using planes with various positions and rotations. So let's take a look at how we can compute the rendering of the so-called Platonic solids. #Godot #Godot4 #GodotEngine #GodotTips #shaders #devlog #indiedev
https://www.youtube.com/watch?v=xRMrwlOGfYE
a nice procedural way to generate palettes from a subset of colors could be to do a delaunay triangulation of them in YUV (or any better perceptual space), and then use the resulting edges to build gradients. the number of colors of each gradient should be proportional to the edge length.
I would really appreciate it if you take 5 minutes of your Sunday (morning) for my video about my heart project. It is a glimpse into the life of me developing my daily history game #PastPuzzle.
Made for everybody who is into creative projects, history, games or just relaxing videos. :)
Thank you for watching and helping me to reach more people: https://youtu.be/Ub9aae_dzhc?si=bl2VnrXA-q07ijuI #history #game #devlog
My first game, Chilly Willy, was published in 1984 - the same year as King's Quest, Karetaka, Boulderdash, Lode Runner, Marble Madness, Knight Lore, Sabre Wulf and Jet Set Willy! #IndieDev #IndieGames #GameDev #DevLog
#DevLog: New jj-fzf SFX Archives
sfx.sh: Wrote a tiny utility that bundles a directory into one shell script, extracts it on the fly at runtime
Integrated it into the CI so we now ship a jj-fzf #SFX by default
Demo: https://github.com/tim-janik/jj-fzf/releases/tag/v0.32.0.nightly2508160046
The first Halloween Harry game came out in 1985 on the Australian made Microbee computer. #GodotEngine #IndieDev #IndieGames #DevLog
https://store.steampowered.com/app/3040430/Halloween_Harry/
Fixed my very first "buffer underflow" since the 90s , refactored and improved code readability, doc comments, etc. I'm quite happy with the current status.
Next step: adding the logging system and removing all the debugging prints. Maybe I'll continue later, who knows...
A new devlog about my medieval village building game! About 4 months of progress in this one!
Permacommons #devlog 2025-08-13
Today was a bit of a side-quest into "how to print a version string".
The behavior I ended up with is:
- For dev builds, print detailed git version info
- For "cargo install" builds, print only basic build info
- Ensure we preserve support for VERGEN_IDEMPOTENT (suppress dates entirely) and SOURCE_DATE_EPOCH (reproducible builds).
(Still TBD: official release artifacts)
been wondering how to support save/load without needing file format support, a file dialog, any file I/O whatsoever, and i figured out a way: copy/paste base64-encoded image from/to clipboard text.
app has 339 lines by now.
#DevLog: #Anklang #IPC Bindings
Cleaned up #API for IPC and simplified it
Rewrote C++ <-> #JavaScript binding generator in #TypeScript
Improved code generation for handling of accessors
Tested updated #NPM dependencies
final-draft-final-final version 3