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Alex

@alektron.bsky.social
46 followers 41 following 125 posts

Software-/Game developer I write my own engines ⚙️ All my recent projects: alek-tron.com

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Reposted by Alex
mjp @mjp123.bsky.social · 31/08/2026
Being an open source maintainer in 2026
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Reposted by Alex
Freya Holmér @freya.bsky.social · 28/08/2026
this wave of AI has legitimately killed a huge part of what I loved about seeing stuff online, what I loved about being an educator, and what I loved about sharing my own work I just don't feel like doing it anymore
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Reposted by Alex
Matt Godbolt @matt.godbolt.org · 31/07/2026
It just suggested a sophisticated algorithm called "rot13". To make it more secure I'm running it twice.
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Alex @alektron.bsky.social · 18/07/2026
My incremental game 'Mine the mountain' is now available: alektron.itch.io/mine-the-mou... #gamedev #indiedev #incrementalgame
alektron.itch.io
Mine the mountain by alektron
Mine a massive chunk of over 7 million blocks
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Reposted by Alex
Leafy Games @leafygames.bsky.social · 02/04/2026
Descend thousands of meters into a dark and ancient place. You are being hunted. leafygames.itch.io/idols-of-ash #indiedev #gamedev #indiehorror #horrorgame #itchio
leafygames.itch.io
Idols of Ash by Leafy Games
Horror climbing
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Alex @alektron.bsky.social · 29/12/2025
That man breaks!
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Alex @alektron.bsky.social · 20/12/2025
Did some polish on the UI. Windows now support smooth scrolling and clipping, buttons look more like buttons now and just look at that silly little price tag animation #indiedev #gamedev #incrementalgame #indiegame
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Alex @alektron.bsky.social · 24/10/2025
Compression is not doing it justice but my subpixel anti-aliased GPU text renderer is now working pretty well. Supports colored text and backgrounds and I was able to get rid of all visible artifacts. Was quite annoying to figure out sub-pixel bugs...
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Reposted by Alex
Stefan Reinalter @molecularmusing.bsky.social · 12/10/2025
open.substack.com/pub/techtren...
open.substack.com
The Great Software Quality Collapse: How We Normalized Catastrophe
The Apple Calculator leaked 32GB of RAM.
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Alex @alektron.bsky.social · 09/10/2025
New blog post: alek-tron.com/Pop/Pop.html
alek-tron.com
Intentionally inconvenient API design
Why std::stack::pop does not return a value
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Alex @alektron.bsky.social · 08/10/2025
My new blog post is about my experience developing 'from scratch' software for real users and how easy it is to forget basic functionality when it is not handled for you by a framework anymore. Functionality that users take for granted and expect to work. alek-tron.com/AppChecklist...
alek-tron.com
Developing desktop apps from scratch: A feature checklist
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Alex @alektron.bsky.social · 24/08/2025
Working a bit on the visuals of my game. Tried Magicavoxel for modeling the drones and satellites. Not my strong suit but it certainly looks better than the placeholders from before. The lasers also have some actual sprites now. #gamdev #indiedev #odinlang #voxels
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Alex @alektron.bsky.social · 20/08/2025
Implemented a prototype voxel renderer and I'm already quite happy with the result. Unfortunately I can't use MSAA for anti-aliasing anymore so edges are a bit ugly at the moment... #gamedev #indiedev
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Alex @alektron.bsky.social · 16/08/2025
Some UI work
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Alex @alektron.bsky.social · 11/08/2025
Currently redesigning my old game into an Incremental Game. Video compression is not happy about it. #gamedev #indiedev #odinlang #incrementalgame
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Alex @alektron.bsky.social · 11/08/2025
Gut dass wir noch jung sind, aber das sieht mir nach ner echt schwierigen Badewanne fürs hohe Alter aus 😅
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Alex @alektron.bsky.social · 28/07/2025
My 'Dear Imgui' Odin backends are finished (for now). Supports Windows as platform with D3D11, OpenGL 3.3 and a very much experimental software rasterizer for rendering: github.com/alektron/img... @ocornut.bsky.social @gingerbill.org
github.com
GitHub - alektron/imgui-odin-backends: A custom backend for 'Dear ImGui' written in Odin
A custom backend for 'Dear ImGui' written in Odin. Contribute to alektron/imgui-odin-backends development by creating an account on GitHub.
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Alex @alektron.bsky.social · 23/07/2025
Imgui Odin backends now also include an OpenGL renderer in addition to DirectX and the software rasterizer: github.com/alektron/img... #imgui #dearimgui #odin
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Alex @alektron.bsky.social · 21/07/2025
lol, was :D
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Alex @alektron.bsky.social · 21/07/2025
Now also features an experimental software rasterizer. #imgui #dearimgui #odinlang
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Alex @alektron.bsky.social · 17/07/2025
I wrote a custom Dear ImGui backend for Windows/DirectX in Odin. With thin abstraction layer to allow easy extension for more platforms/renderers: github.com/alektron/img... #imgui #DearImGui #Odin #Odinlang
github.com
GitHub - alektron/imgui-odin-backends: A custom backend for 'Dear ImGui' written in Odin
A custom backend for 'Dear ImGui' written in Odin. Contribute to alektron/imgui-odin-backends development by creating an account on GitHub.
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Reposted by Alex
Alasdair Beckett-King @misterabk.bsky.social · 09/07/2025
When I found a pub with an inverted normal map. (If you understand what this means, you have to repost.)
A whitewashed pub wall, with mortar standing proud of the stones.
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Alex @alektron.bsky.social · 07/07/2025
Just yesterday I was thinking about the fact that I've never seen you give any talks. Funny coincidence.
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Alex @alektron.bsky.social · 04/07/2025
Why use ImGui::Button() when ImGui::GetWindowDrawList() is right there, amirite?
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Alex @alektron.bsky.social · 04/07/2025
I keep reading that but so far every medium article I've ever read was just... not behind a paywall? Am I using medium wrong? Is the paywall optional and up to the author? Because then it would be fine I guess.
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Alex @alektron.bsky.social · 29/06/2025
The font changes caused a surge of new issues I assume?
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Reposted by Alex
Omar @ocornut.bsky.social · 25/06/2025
dear imgui 1.92 released! github.com/ocornut/imgu... New protocol for backends to create/update textures, with support for 13 renderers. Dynamic font scaling. Dozens of font/atlas related changes. Dozens of other changes. Expect some turbulence. (misc video from January...)
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Alex @alektron.bsky.social · 21/06/2025
Super minimal profiler + flame graph for DearImGui (~100 LOC): alek-tron.com/FlameGraph/f... Can be trivially adjusted for other UI systems and languages due to its simplicity. #imgui
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Alex @alektron.bsky.social · 30/05/2025
Currently working on a native version of DXF Explorer (dxf-explorer.com) It opens DXF files with millions of entries in milliseconds, filters them in realtime and comes as a single executable file.
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Alex @alektron.bsky.social · 21/05/2025
I just recently wrote a little game from scratch in just ~3200 LOC. It's up on GitHub as a learning resource: github.com/alektron/Chu...
github.com
GitHub - alektron/ChunkMinerGame: Chunk Miner is a small but complete game, in less than 3200 lines of Odin code.
Chunk Miner is a small but complete game, in less than 3200 lines of Odin code. - alektron/ChunkMinerGame
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Alex @alektron.bsky.social · 21/05/2025
"Why am I fighting this thing daily for what essentially becomes a glorified asset loader" Works well with what always like to say about big engines: Their biggest 'benefit' is platform independence, especially in regards to rendering APIs. Everything else is just in the way.
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Alex @alektron.bsky.social · 12/05/2025
Creating a Windows window with custom title bar is for some reason much harder than it should be. Here is my method to achieve it which is simpler than other solutions I've found online, yet covers most edge cases AFAIK: alek-tron.com/borderless/b...
alek-tron.com
Custom Titlebar
The absolute minimal code required for a win32 window with custom title bar
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Alex @alektron.bsky.social · 03/05/2025
Are the gizmos and indicators drawn in screen space? Looks very nice
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Alex @alektron.bsky.social · 06/04/2025
The predicted trajectory of a spaceship in an N-Body system visualized in realtime. Multiple trajectories with different timesteps are calculated in parallel which results in this chaotic shape until it converges to the calculations with the lowest timestep. #gamdev #graphics #space
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Alex @alektron.bsky.social · 05/04/2025
Got my old space sim project running again and might implement some new ideas I've been having...
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Reposted by Alex
Alex @alektron.bsky.social · 26/01/2025
Made this little cheat sheet for #odinlang pointer/slice/container types
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Alex @alektron.bsky.social · 29/03/2025
@zylinski.se @gingerbill.org
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Alex @alektron.bsky.social · 29/03/2025
You know, using software tricks to make up for lack of hardware speed, I can get behind that. Using more software to make up for lack of software speed, however... that's just ridiculous
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Alex @alektron.bsky.social · 27/03/2025
It has had that for as long as I can remember. But it's really just a shortcut for three separate actions. It doesn't even work if the debugger got attached to a process after the fact, only if it got launched WITH the debugger.
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Alex @alektron.bsky.social · 24/03/2025
His newest post does not have macros anymore. I guess one can still define them as compiler flags but idk...
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Alex @alektron.bsky.social · 24/03/2025
Nah, Stefan knows the in and outs of C++. This seems to cheap of a trick. I thought about defining macros via compiler flags but that too seems a bit cheap.
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Alex @alektron.bsky.social · 24/03/2025
Ok, I'm stumped. I guess the int in front of main getting replaced with nothing is fine on some compilers. But for the body... no idea. Is the body even getting compiled/type checked?
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Alex @alektron.bsky.social · 24/03/2025
Sir, I need you to extend that code panel. Also you are under arrest
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Alex @alektron.bsky.social · 23/03/2025
My game 'Chunk Miner' is now on GitHub: github.com/alektron/Chu... A simple but complete game, written almost from scratch in just ~3200 lines of Odin code. Care was taken to make the code simple, readable, extensively commented. No cruft, no engine, just a game. #gamedev #indiedev #odinlang
github.com
GitHub - alektron/ChunkMinerGame: Chunk Miner is a small but complete game, in less than 3200 lines of Odin code.
Chunk Miner is a small but complete game, in less than 3200 lines of Odin code. - alektron/ChunkMinerGame
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Alex @alektron.bsky.social · 16/03/2025
I have a finished game sitting on my computer. It's just that all the values (upgrade values/prices, world generator etc.) are completely arbitrary and unbalanced. And I just can't get myself to actually work on that part because turns out that's hard...
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Reposted by Alex
Cohen is a Ghost @skullmandible.bsky.social · 10/03/2025
some admittedly ambitious research for new project
reminder reading "research difference between various dimensions"
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Alex @alektron.bsky.social · 08/03/2025
I'm rocking a Rift S myself. It doesn't get any love anymore in terms of software updates but it still works great.
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Alex @alektron.bsky.social · 08/03/2025
Not sure what's going on with my VR game all of a sudden. This is more traffic than it got ever since I released it. Well... I happily take it alektron.itch.io/fear-of-fall... #gamedev #indiedev #vrdev #vr
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Alex @alektron.bsky.social · 08/03/2025
My little game is almost finished and according to cloc it's just 3150 lines of code. Not bad, considering that its only dependency is the #Odin standard library (stb_image and miniaudio). #gamedev #indiedev
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Reposted by Alex
Karl Zylinski @zylinski.se · 03/03/2025
Join my game jam if you: - Want to learn game development - Want to learn Odin or low-level programming No prior knowledge required! You have 7 days to figure things out. You'll be able to make something! No worries, no pressure. Just have fun! Starts on March 8. itch.io/jam/odin-7-d...
itch.io
Odin 7 Day Jam
A game jam from 2025-03-08 to 2025-03-23 hosted by Karl Zylinski. Make a game in 7 days using the Odin Programming Language ! Ever wanted to make video games using a low-level programming language? Od...
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