@pixelberk testing building pickups.
The idea is to spawn resources in a semi-randomized radius around buildings. And they get added to the resource counter when picked up.
@pixelberk testing building pickups.
The idea is to spawn resources in a semi-randomized radius around buildings. And they get added to the resource counter when picked up.
Hi everybody. We can take a look at the next episode — the seventh one already — of our series about raymarching technology, which we use for modeling 3D scenes in 2D shaders. This time, we’ll focus on a simple algorithm that allows us to repeat the display of an object infinitely, without the need to write any complex code. #Godot #Godot4 #GodotEngine #GodotTips #shaders #devlog #indiedev
https://www.youtube.com/watch?v=8Hqi-eZlGC4
I don't want to brag, *but* my latest commit message is like a small blog post, describing why I implemented things as I did.
You can subscribe to them with full text in your feed reader, even if my reader doesn't show the formatting correctly: https://codeberg.org/jak2k/pocket-cms/rss/branch/main
Today I refactored he command which was used as the main binary, I moved he logic into the source and declouped it to be able to handle test cases taking into account no file to process in the command argument.
I also explore the idea of adding support for directories, preparing the tool to handle multiple files recursively.
Today I refined some unit cases with #pest -> https://pestphp.com
to improve the analyzer a bit with datasets and handling empty results.
Today I continued working on with my DumpSniffer. I added Composer with PSR-4 and refactored the analyzer into an instantiable class. I also ensured compatibility with the PHP-AST extension. The result of all this is a cleaner executable command that scans PHP files for forbidden debugging functions.
It would be rude to make my return to gamedev without writing a devlog bringing you up to speed:
https://alexthedev.co.uk/2025/06/30/devlog-15/
New game
My first mobile game is getting a remaster
New goals set
Glad to be back
I gave a talk this morning for members of the French Collège Code Sources et Logiciels as part of the national Ouvrir la science! effort, discussing #RSEng & @us_rse
I hope this leads to some alignment & collaboration between RSE associations & the French #DevLOG community (https://www.devlog.cnrs.fr)
my slides: https://doi.org/10.5281/zenodo.15770196
And the same post is now up on our website with no cookies and no "are you human?" check.
https://theshipyard.neocities.org/blog/dev-log-5.2
#php #code #DevLog
Well, today I improve a little bit with the exploration with AST (the concrete extension php-ast).
Basically I refactor the analysis logic to be more modular and readable and clarified the base skeleton of this subproject. I use generators for better performance, and handle edge cases and added some support for loading PHP code to analyze from a file instead of hardcoded it. Just remember my first feature was to sniff the PHP code to remove unexpected dumps.
Just posted a recap of the progress this month. ( Dev Log # 5.2 )
Featuring @pixelberk , @esklarski, @khaleer Lolokin and Elsa Serka.
Read it here for free: https://www.patreon.com/posts/dev-log-5-2-and-132713056
And as always, here's the accompanying video
#IndieDev #DevLog #GodotEngine #GameDev
https://www.youtube.com/watch?v=ItNQinjXyPE
June 21, 2025 – Saturday Grind
#Beyond365DaysOfCode Day 174
#100DaysOfCode Day 174
#Python • #freeCodeCamp • #Codecademy • #WeekendWarrior
Daily Progress:
1 article read – freeCodeCamp News
1 article explored – Daily.dev
Trello board updated
Codecademy CSS: Nailed down position
No days off—just different pace.
Coding on weekends isn't extra... it’s momentum.
This week, @khaleer integrated some buildings in game as we gradually move away from colorful cube to represent buildings and towards GLTF meshes.
@pixelberk Also progressed on the inventory system that stores resources for crafting, expedition supplies, and story items.
Hi everybody! Do you remember the tilted square grid shader we created here some time ago? If you liked it and would like to try something similar but more irregular, you might be interested in this tutorial, where we’ll create an effect similar to a stone mosaic — which can be a very interesting feature in many games. #Godot #Godot4 #GodotEngine #GodotTips #shaders #devlog #indiedev
https://www.youtube.com/watch?v=02KRcnQfRrc
Me trying to enter BIOS/UEFI every time
Hi everybody. This is the sixth part of our tutorial dedicated to rendering 3D scenes using shaders and raymarching technology. This time, I’d like to try improving the materials by adding textures, which we’ll pass into the shader using new uniform parameters, and briefly explain how so-called triplanar mapping works. #Godot #Godot4 #GodotEngine #GodotTips #shaders #devlog #indiedev
https://www.youtube.com/watch?v=U5SL6bojCek