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Ben Britten

@benbritten.bsky.social
1.2K followers 2K following 838 posts

Previously worked on many, many games; gamedev for nearly 20 years. I am old. I post random 3d printing stuff and sometimes bunnies. He/Him. Australia. Also birds apparently.

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Matt Hall @matthall.bsky.social · 16h
Crossy Road Rush – Hipster Whale's new game – coming to Apple Arcade on the 5th of November. youtube.com/watch?v=jUe8...
youtube.com
Crossy Road Rush - Announcement Trailer | Apple Arcade
YouTube video by Crossy Road
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Charlie Stross @handle.invalid · 04/10/2026
Oh my: LibreOffice just made "no AI" one of their official features: blog.documentfoundation.org/blog/2026/09...
blog.documentfoundation.org
Yes, no AI is now a feature - TDF Community Blog
One of the comments on the announcement of LibreOffice 26.8 was a simple question: “So, no AI is now a feature?” LibreOffice does not reject artificial intelligence out of hand, but an office suite us...
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Adam Lomax @adamlomax.bsky.social · 03/10/2026
Since its #ScreenshotSaturday if you are a game dev and post about what you work on regularly please reach out with your projects and I will add you to this! #gamedev #indiedev #godotengine #unityengine #unrealengine
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William Gibson @handle.invalid · 03/10/2026
Ahem…
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Tim Dawson @ironicaccount.bsky.social · 03/10/2026
I think LLM’s are pretty close to blockchain where it‘s conceptually interesting and smart people think it should have immense utility but one by one every use-case erodes until the only thing left is crime and scams
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Ben Britten @benbritten.bsky.social · 02/10/2026
Last tweak for today on the #godot roguey-likey-blocky-breaky prototype. I added enemies in and got their health working and got some decent damage numbers popping out of em. Combat is almost kinda fun! will be interesting to see when there are more enemies! Anyway, lots of good chaos!
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Ben Britten @benbritten.bsky.social · 02/10/2026
One thing I did add was just the slightest 'bounce back' when the blocks are hit. Without this it feels real dead. It is subtle but makes a huge difference.
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Ben Britten @benbritten.bsky.social · 02/10/2026
Ok, after many minor rabbit holes, I have added the enemies back into the game. For now the just spawn when I tell them to for testing, and much like a procgen level, when and where to spawn enemies will be an algo that gets tweaked forever and ever.. anyway. I do like the blocky movement.. #godot
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Greg Jericho @grogsgamut.bsky.social · 30/09/2026
“Biggest improvement in housing affordability for 40 years”
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Ben Britten @benbritten.bsky.social · 01/10/2026
Here it is with the lights on, and some lights added to the shots. interesting! I like where it is going. Needs some more tweaks of course. I will need to add a wall glow pass to the projectiles so that they illuminate the walls as they go as well.
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Ben Britten @benbritten.bsky.social · 01/10/2026
Finally, I added a bounce limit, so after a certain number of bounces they will also return to you. this number could be tweaked, perhaps by the player? dunno.. but different weapons would have different properties of course. Maybe have a 'pull all balls back now' skill? lots of options
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Ben Britten @benbritten.bsky.social · 01/10/2026
Since it is a blocky-breaky kinda game, there is lots of bouncing around, and if you can only shoot a certain number of things, then having them get lost in the maze would suck a bit. So if they go offscreen then they will boomerang back to you automatically.
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Ben Britten @benbritten.bsky.social · 01/10/2026
More work on the #godot prototype. playing with a limited clip approach where you have a number of projectiles and once they are thrown you have to wait till they come back before you can throw again. If they 'hit' you then you will reclaim them..
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Ben Britten @benbritten.bsky.social · 01/10/2026
*automation used to be: symbolic decision making (ie old-school AI). People these days just bolt on an LLM to do their testing, but LLMs are not deterministic so you have to check their work. Symbolic is repeatable. 99% of what people are automating with LLMs can be done with a script for pennies.
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Ben Britten @benbritten.bsky.social · 01/10/2026
This is good summary of why AI is bad at QA: paulbrodner.dev/2026/can-ai-... I am a HUGE fan of automated* testing, but we always used to joke that automation can do Quantity Assurance, but for Quality Assurance you need humans. LLMs do not change that, they make it more important if anything.
paulbrodner.dev
Can AI Test Thoroughly? Why the Industry Is Sleepwalking Into a QA Crisis
AI can generate a thousand tests in minutes — and that's exactly why teams are starting to mistake coverage for quality.
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Ben Britten @benbritten.bsky.social · 01/10/2026
The same models that people claim can help with ground-breaking scientific reasoning and can discover new mathematical proofs will also tell you that drinking your own piss is good for your health. I don't know how people square that circle, but I guess they are just fucking idiots.
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Ben Britten @benbritten.bsky.social · 01/10/2026
This is how those 'one billion daily active AI users' numbers are made: companies keep moving the normal not-AI stuff that everyone uses under the AI umbrella. Google search? Oh yeah, totes AI Reminders? AI now I guess Map Directions? probably AI Email search? fuck yeah AI fuckers
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Ben Britten @benbritten.bsky.social · 01/10/2026
* mostly: I no longer see a stuck weapon, but in _very_ rare cases objects will get stuck in a wall and then because they get a frame of free movement sort of 'dance' through the walls. But this is so rare at this point that I am mostly meh about it. Will reinvestigate if it becomes an issue later.
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Ben Britten @benbritten.bsky.social · 01/10/2026
Right! I made a super quick fix where I basically just give the objects a single frame reprieve from collision detection after a collision. And that seems to have (mostly*) fixed my getting-stuck-in-geo problem, and also hugely increased perf. So that is probably optimal enough for now!
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Ben Britten @benbritten.bsky.social · 01/10/2026
I think that my physics code is allow the axe to penetrate the collider but then not get out, so it spawns a particle animation every single frame. If I can fix this then I suspect my perf will probably double if not more.
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Ben Britten @benbritten.bsky.social · 01/10/2026
Tho I actually did this test not for perf, but to replicate this issue with the weapons getting 'stuck' in the geo. (this is going to look like shit on bsky probably, but here is a closeup where I frame step through it, you can see one of the axes gets jammed in the geo here).
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Ben Britten @benbritten.bsky.social · 01/10/2026
The perf failing is a combination of the #godot physics system not being able to handle thousands and thousands of collisions per frame and my ECS needing to process tens of thousands of animations all at once. This is with zero optimisation work so far, so: meh, its probably fine for this game TBH.
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Ben Britten @benbritten.bsky.social · 01/10/2026
Some stress testing this morning: it fails pretty quickly but holds up actually better than I had thought it would. Those particle effects are not actually particle effects, just a bunch of sprites being animated that I bodged together. if I fix that then this should be plenty performant 😅 #godot
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Ben Britten @benbritten.bsky.social · 30/09/2026
love the smell of vibe coding in the morning
a bluesy error 503 on the discover tab, so like not that important at all. Good job Claude!
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Jason Gorman @jasongorman.bsky.social · 30/09/2026
I think there's a good case to be made that folks using LLMs to do things they already have tools for that are quicker, more reliable and require many orders of magnitude less compute have lost the plot. See also: prompts for code that are longer than that code.
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Ben Britten @benbritten.bsky.social · 30/09/2026
And I added a handy debug panel that you can call up that has a handful of useful info in it so I can stop scrolling endlessly through the logs 😅 Not much there yet, but it is all nice and extensible so I can quickly bodge on things I need to look at in real time to figure stuff out.
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Ben Britten @benbritten.bsky.social · 30/09/2026
Did not get too much time to work on the #godot prototype today but still managed to do some small tweaks. lighting: I changed the function that calculated the wall glow from distance to be a proper easing function with some adjustment available so I could adjust it and make it a bit less gloomy.
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Ben Britten @benbritten.bsky.social · 30/09/2026
we've got games week at home! (well, in melbs anyway)
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Ben Britten @benbritten.bsky.social · 30/09/2026
Per my last email...
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Ben Britten @benbritten.bsky.social · 30/09/2026
this would only be a problem if the AI was trained on a massive corpus of media that was systemically biased against minorities, women, LGBTQ+ folk, etc... uh oh.
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Makkon @makkon.bsky.social · 29/09/2026
I'm immensely proud to announce that my texture library that's been in the making for nearly a decade is now available on my itchio store for indie devs to purchase commercial licenses. makkon.itch.io
screenshot of my itchio store, showing several texture packs available for purchse
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Ben Britten @benbritten.bsky.social · 29/09/2026
And now that I have spent a few days on this, the code is an absolute disaster and I will spend an hour or two tomorrow cleaning it all up and getting it put into proper classes and taking out all the expensive debug stuff 😅 (well, probably not all of it, some of it is still handy)
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Ben Britten @benbritten.bsky.social · 29/09/2026
Once we have that all sorted out, the corners are in and it feels much more like it _should_ feel. Here we see me going through a narrow corridor without corners and with corners. with corners feels so much more 'correct' (even tho, algorithmically it is not correct! stupid math!)
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Ben Britten @benbritten.bsky.social · 29/09/2026
So we add yet another edge case pass to our line of sight algo. This is specifically looking for that edge case where we have a corner that is not technically visible, but should be! Here we can see the LoS pass with and without the new corner edge case code.
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Ben Britten @benbritten.bsky.social · 29/09/2026
More tweaks on my #godot roguey-likey-blockey-breaky prototype. Now that my lighting is 'done' (lol) I will proceed to tweak the shit out of it forever. First up: fix the corners! The algos to calc the visible walls always leave out corners because they are technically not visible! Boo! Bad corners!
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natemare before christmas @natescape.bsky.social · 29/09/2026
Do you know how much has to have gone wrong for me to not like the internet
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Aftermath @aftermath.site · 28/09/2026
These AI companies should be responsible for everything they do, and they fact nobody is holding them accountable is driving me insane: aftermath.site/ai-agents-resp...
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Guardian Australia @australia.theguardian.com · 28/09/2026
Oh no Donald Trump is becoming increasingly unpopular! Surely it must all be over soon | First Dog on the Moon
theguardian.com
Oh no Donald Trump is becoming increasingly unpopular! Surely it must all be over soon | First Dog on the Moon
It’s so bad some Republicans are even turning against him – bit late guys but whatever * Sign up here to get an email whenever First Dog cartoons are published * Get all your needs met at the First Dog shop if what you need is First Dog merchandise and prints Continue reading...
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Ben Britten @benbritten.bsky.social · 28/09/2026
So! all the pieces are there now, but I will need to tweak on them a bit more as it still feels a bit too gloomy :) Also apologies for the initial version of this post, the vids were a bit too small, they look great on my widescreen, but not so much on bsky 😬
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Ben Britten @benbritten.bsky.social · 28/09/2026
Once you have all the visible tiles, then you can use a second tileMapLayer that renders just above the main one, and you can draw the wall tiles without illumination, and modulate their brightness based on the player's light cone. I bumped up the wall brightness a bit to make it a bit more readable
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Ben Britten @benbritten.bsky.social · 28/09/2026
So, I am also going to do a traditional tile-ray-cast to calculate the visible tiles. Usually you would use a Bresenham line algo, but since I can move through fractional tiles you need to use something like the DDA Amanatides + Woo algo. (which is what I am using here)
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Ben Britten @benbritten.bsky.social · 28/09/2026
Turns out adding lights to a tileMapLayer in #godot is easy! Just add a PointLight2D and then set the tile occlusion in the same way you set collision. easy peasy. The problem of course is that the occluded tiles are in their own shadow. Makes for a very stylized look, but a bit hard to see. 🧵
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Ben Britten @benbritten.bsky.social · 28/09/2026
gonna repost that last one with better videos 😬 sorry to whomever just liked it as i deleted it!
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Ben Britten @benbritten.bsky.social · 28/09/2026
I think they mean financial pain in their own wallets if the AI bubble bursts so please please for the love of god believe that this shit is worthwhile!
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Ben Britten @benbritten.bsky.social · 27/09/2026
Nowadays I would say: National Film and Sound Archive would love that stuff! (for aussie made games at least) I am generally presuming that there are similar archival projects in other countries that would be into this stuff (even the cheap plastic crap, maybe especially the cheap plastic crap!)
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Ben Britten @benbritten.bsky.social · 27/09/2026
weird. The companies who built their technology entirely on stolen IP are stealing any IP you hand to them. I hope nobody has done anything stupid like letting Claude code look at their entire codebase, or given it access to any trade secrets or proprietary databases!
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Ben Britten @benbritten.bsky.social · 27/09/2026
the Turing test has never been an actual test for machine intelligence, but it is an excellent indicator of human gullibility and stupidity.
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Jason Gorman @jasongorman.bsky.social · 26/09/2026
Reliable long-horizon autonomous agent workflows are science fiction.
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Delaney King (She/Her/Whomst) @delaneyking.bsky.social · 26/09/2026
Quick games design lesson: Consider your spaces in terms of points of interaction. (Think consoles, NPCS to talk, item storage or pickups). Here I have three POI placed in a convoluted space. Lets see how a player interacts with them...
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