Reposted by AlexFreya Holmér @freya.bsky.social · 28/08/2026this 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 431996278
Reposted by AlexMatt Godbolt @matt.godbolt.org · 31/07/2026It just suggested a sophisticated algorithm called "rot13". To make it more secure I'm running it twice. 3213
Alex @alektron.bsky.social · 18/07/2026My incremental game 'Mine the mountain' is now available: alektron.itch.io/mine-the-mou... #gamedev #indiedev #incrementalgamealektron.itch.ioMine the mountain by alektronMine a massive chunk of over 7 million blocks 0142
Reposted by AlexLeafy Games @leafygames.bsky.social · 02/04/2026Descend thousands of meters into a dark and ancient place. You are being hunted. leafygames.itch.io/idols-of-ash #indiedev #gamedev #indiehorror #horrorgame #itchioleafygames.itch.ioIdols of Ash by Leafy GamesHorror climbing 44516
Alex @alektron.bsky.social · 20/12/2025Did 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 083
Alex @alektron.bsky.social · 24/10/2025Compression 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... 010
Reposted by AlexStefan Reinalter @molecularmusing.bsky.social · 12/10/2025open.substack.com/pub/techtren...open.substack.comThe Great Software Quality Collapse: How We Normalized CatastropheThe Apple Calculator leaked 32GB of RAM. 062
Alex @alektron.bsky.social · 09/10/2025New blog post: alek-tron.com/Pop/Pop.htmlalek-tron.comIntentionally inconvenient API designWhy std::stack::pop does not return a value 000
Alex @alektron.bsky.social · 08/10/2025My 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.comDeveloping desktop apps from scratch: A feature checklist 000
Alex @alektron.bsky.social · 24/08/2025Working 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 041
Alex @alektron.bsky.social · 20/08/2025Implemented 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 0104
Alex @alektron.bsky.social · 11/08/2025Currently redesigning my old game into an Incremental Game. Video compression is not happy about it. #gamedev #indiedev #odinlang #incrementalgame 0124
Alex @alektron.bsky.social · 11/08/2025Gut dass wir noch jung sind, aber das sieht mir nach ner echt schwierigen Badewanne fürs hohe Alter aus 😅 110
Alex @alektron.bsky.social · 28/07/2025My '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.orggithub.comGitHub - alektron/imgui-odin-backends: A custom backend for 'Dear ImGui' written in OdinA custom backend for 'Dear ImGui' written in Odin. Contribute to alektron/imgui-odin-backends development by creating an account on GitHub. 010
Alex @alektron.bsky.social · 23/07/2025Imgui Odin backends now also include an OpenGL renderer in addition to DirectX and the software rasterizer: github.com/alektron/img... #imgui #dearimgui #odin 020
Alex @alektron.bsky.social · 21/07/2025Now also features an experimental software rasterizer. #imgui #dearimgui #odinlang 011
Alex @alektron.bsky.social · 17/07/2025I 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 #Odinlanggithub.comGitHub - alektron/imgui-odin-backends: A custom backend for 'Dear ImGui' written in OdinA custom backend for 'Dear ImGui' written in Odin. Contribute to alektron/imgui-odin-backends development by creating an account on GitHub. 021
Reposted by AlexAlasdair Beckett-King @misterabk.bsky.social · 09/07/2025When I found a pub with an inverted normal map. (If you understand what this means, you have to repost.) 521857893
Alex @alektron.bsky.social · 07/07/2025Just yesterday I was thinking about the fact that I've never seen you give any talks. Funny coincidence. 000
Alex @alektron.bsky.social · 04/07/2025Why use ImGui::Button() when ImGui::GetWindowDrawList() is right there, amirite? 211
Alex @alektron.bsky.social · 04/07/2025I 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. 000
Reposted by AlexOmar @ocornut.bsky.social · 25/06/2025dear 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...) 516334
Alex @alektron.bsky.social · 21/06/2025Super 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 000
Alex @alektron.bsky.social · 30/05/2025Currently 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. 010
Alex @alektron.bsky.social · 21/05/2025I 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.comGitHub - 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 160
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. 000
Alex @alektron.bsky.social · 12/05/2025Creating 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.comCustom TitlebarThe absolute minimal code required for a win32 window with custom title bar 000
Alex @alektron.bsky.social · 03/05/2025Are the gizmos and indicators drawn in screen space? Looks very nice 100
Alex @alektron.bsky.social · 06/04/2025The 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 000
Alex @alektron.bsky.social · 05/04/2025Got my old space sim project running again and might implement some new ideas I've been having... 010
Reposted by AlexAlex @alektron.bsky.social · 26/01/2025Made this little cheat sheet for #odinlang pointer/slice/container types 011
Alex @alektron.bsky.social · 29/03/2025You 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 010
Alex @alektron.bsky.social · 27/03/2025It 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. 010
Alex @alektron.bsky.social · 24/03/2025His newest post does not have macros anymore. I guess one can still define them as compiler flags but idk... 000
Alex @alektron.bsky.social · 24/03/2025Nah, 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. 100
Alex @alektron.bsky.social · 24/03/2025Ok, 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? 110
Alex @alektron.bsky.social · 24/03/2025Sir, I need you to extend that code panel. Also you are under arrest 110
Alex @alektron.bsky.social · 23/03/2025My 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 #odinlanggithub.comGitHub - 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 192
Alex @alektron.bsky.social · 16/03/2025I 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... 030
Reposted by AlexCohen is a Ghost @skullmandible.bsky.social · 10/03/2025some admittedly ambitious research for new project 41096
Alex @alektron.bsky.social · 08/03/2025I'm rocking a Rift S myself. It doesn't get any love anymore in terms of software updates but it still works great. 010
Alex @alektron.bsky.social · 08/03/2025Not 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 184
Alex @alektron.bsky.social · 08/03/2025My 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 051
Reposted by AlexKarl Zylinski @zylinski.se · 03/03/2025Join 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.ioOdin 7 Day JamA 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... 0105