Sign in

Chunie

@chunie.bsky.social
54K followers 498 following 755 posts

Furry artist. 18+ NSFW. patreon.com/chunie subscribestar.adult/chunie

PostsRepliesMedia
Chunie @chunie.bsky.social · 13/10/2026
It kinda looks like it has an evil eye in the middle, as it should.
0141
Chunie @chunie.bsky.social · 13/10/2026
Here's a windmill for power generation. It's very bad and expensive and big so people don't spam them, but I know they will anyway.
3836
Reposted by Chunie
Chunie @chunie.bsky.social · 12/10/2026
Hyena Break. Now with sound! Check out my Patreon or SubscribeStar for early access and high-resolution versions of my art! www.patreon.com/chunie/posts... subscribestar.art/posts/2291735
93275592
Chunie @chunie.bsky.social · 12/10/2026
Hyena Break. Now with sound! Check out my Patreon or SubscribeStar for early access and high-resolution versions of my art! www.patreon.com/chunie/posts... subscribestar.art/posts/2291735
93275592
Reposted by Chunie
Chunie @chunie.bsky.social · 10/10/2026
Balcony Party! www.patreon.com/chunie/posts... subscribestar.art/posts/2715202
263361
Chunie @chunie.bsky.social · 10/10/2026
Balcony Party! www.patreon.com/chunie/posts... subscribestar.art/posts/2715202
263361
Chunie @chunie.bsky.social · 08/10/2026
I haven't had a chance to build this in a proper playthrough until just now, but it's actually super fun. Just tweaking blocks and pumps for maximum efficiency is a game all by itself.
0662
Chunie @chunie.bsky.social · 07/10/2026
Window Show!
63403563
Reposted by Chunie
Chunie @chunie.bsky.social · 05/10/2026
Swords Drawn!
92851473
Chunie @chunie.bsky.social · 05/10/2026
Swords Drawn!
92851473
Chunie @chunie.bsky.social · 04/10/2026
The previous system where you would use pumps to directly bring steam into the building was inflexible and hard to explain, and not really what you would expect from a game like this, so it had to go.
0182
Chunie @chunie.bsky.social · 04/10/2026
I completely revamped the steam power mechanics. Steam going through the turbine now increases its speed, and materials coming the other way slow it down. Steam also now turns back into water after traveling a certain distance, so you have to figure out how not to jam the system.
41086
Chunie @chunie.bsky.social · 03/10/2026
So at the start of the simulation tick, I add the particles to the main simulation, but mark them as changed so they don't move. Other pixels and the rest of the game can interact with them, and at the end of the tick I take them back out and do their simulation separately.
0172
Chunie @chunie.bsky.social · 03/10/2026
I took some inspiration from this repo I found recently, because it implements a bunch of fun stuff: github.com/PieKing1215/... In particular, the realization that not everything has to be in the main falling sand simulation, but that I can put things in and out temporarily as needed.
github.com
GitHub - PieKing1215/FallingSandEngine: Experimental 2D falling sand engine written in Rust
Experimental 2D falling sand engine written in Rust - PieKing1215/FallingSandEngine
1152
Chunie @chunie.bsky.social · 03/10/2026
The tank already had a sort of gliding interaction due to how it placed materials in the world, but that was rather unintentional. There is now a new particle system for terrain that allows pixels to fly around with velocity, which makes the shooting possible!
1131
Chunie @chunie.bsky.social · 03/10/2026
New mechanic for the fluid tank. It's a jetpack!
2985
Chunie @chunie.bsky.social · 02/10/2026
I added a secret to the game. One is enough, I think.
1793
Chunie @chunie.bsky.social · 30/09/2026
The player is a mouse, so it makes sense that everything else is bigger.
0182
Chunie @chunie.bsky.social · 30/09/2026
Here you can see the actual simulation pixel size. Noita simulates an area of 512x512x4 around the player at once, which is the same size as the entire map of this game.
1412
Chunie @chunie.bsky.social · 30/09/2026
Yeah, pretty much. I might have already paid for the 1024 size with 768 internally anyway. Even on the CPU it's better, because I can make faster lookups with bit shifting (which I already do for chunks).
232
Chunie @chunie.bsky.social · 30/09/2026
As much as I'd like to have a variable map size or even a dynamically loading huge world, I don't think that's in the cards anytime soon. Maybe some day.
1112
Chunie @chunie.bsky.social · 30/09/2026
I'm increasing the map size from 768 to 1024. 768 is a bad size for textures, and it would be nice to have a little more room to breathe. All I have to do now is change all the little magic numbers that assume a 768 size.
3612
Reposted by Chunie
Chunie @chunie.bsky.social · 29/09/2026
Sunbathing! www.patreon.com/chunie/posts... subscribestar.art/posts/2676512
262144
Chunie @chunie.bsky.social · 29/09/2026
Sunbathing! www.patreon.com/chunie/posts... subscribestar.art/posts/2676512
262144
Reposted by Chunie
douando @douand0.bsky.social · 28/09/2026
42026349
Chunie @chunie.bsky.social · 27/09/2026
Now, the building checks if the material has room in the destination, then sets up a transfer packet with its own timer internally. If that is finished, the actual transfer happens. The animation is then just based on that packet, without any actual projectile movement.
0211
Chunie @chunie.bsky.social · 27/09/2026
Previously you put put a material into a stash, and it would transfer instantly to the end, then start the internal cooldown and play the pipe animation after the fact. That was sort of okay when the pipes were opaque, but if you can see what's in them it just looks bad.
1211
Chunie @chunie.bsky.social · 27/09/2026
You can now properly see materials going through pipes, rather than it being faked (it's only half-fake). If a transfer is cancelled in the middle for some reason, you even see them coming back.
21027
Chunie @chunie.bsky.social · 25/09/2026
Not at the moment, but I might add them.
021
Chunie @chunie.bsky.social · 25/09/2026
Lightning rod.
1765
Chunie @chunie.bsky.social · 25/09/2026
Added parry.
0918
Chunie @chunie.bsky.social · 25/09/2026
If I comment out my own fullscreen code and mash Alt + Enter, it still sometimes sets itself to fullscreen at the wrong resolution. Awesome, consistent and very desirable behavior.
0141
Chunie @chunie.bsky.social · 25/09/2026
And it isn't native fullscreen resolution either. It sets your resolution to the size of the window.
1111
Chunie @chunie.bsky.social · 25/09/2026
Okay, so the trick is to make the borderless fullscreen window one pixel higher than the screen size, or something somewhere decides to force you into exclusive fullscreen one in ten times at random. Very cool.
171
Chunie @chunie.bsky.social · 25/09/2026
It might be related to this issue: github.com/libsdl-org/S...
github.com
SDL3: OpenGL Borderless Window Becomes Exclusive Fullscreen on `SDL_GL_SwapWindow` (Windows 11) · Issue #12791 · libsdl-org/SDL
Creating a borderless OpenGL window (SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS) at the native display resolution on Windows 11 results in the window unexpectedly switching to an exclusive fullscree...
181
Chunie @chunie.bsky.social · 25/09/2026
Wait, it doesn't do it anymore randomly? That's not good at all.
171
Chunie @chunie.bsky.social · 25/09/2026
Now how do I disable this if I'm in OpenGL...
191
Chunie @chunie.bsky.social · 25/09/2026
Oh, the DXGI Swapchain steals the Alt + Enter shortcut, which breaks my borderless window toggle and replaces it with a fullscreen mode that doesn't work. That's nice.
2492
Chunie @chunie.bsky.social · 24/09/2026
Now that I think about it, maybe that can be extended after all...
0211
Chunie @chunie.bsky.social · 24/09/2026
*scuffed. What I'm doing is replace the water with an electrified water material, which replaces surrounding water with electrified water as long as it has a different lightning id that is assigned per frame (so it doesn't roll forever).
1221
Chunie @chunie.bsky.social · 24/09/2026
Lightning can electrify water and hurt you. It's scruffed and not extensible the way I'm doing it, but maybe it doesn't have to be.
1953
Chunie @chunie.bsky.social · 24/09/2026
This replaces the earlier rain where I just spawned a water pixel at the top and had it fall down. Now there are rain particles that have a chance to spawn a material when they hit the ground, which is much easier to control and has more consistent performance.
0191
Chunie @chunie.bsky.social · 24/09/2026
I added rain and lightning and snow and acid rain and any kind of rain, really.
21208
Chunie @chunie.bsky.social · 22/09/2026
The plan for migration right now is to just never remove fields, which is probably fine for most things. My main issue is that I've been using a save format that is not self-describing for efficiency and size, and that's not very compatible with migration at all.
010
Chunie @chunie.bsky.social · 21/09/2026
I've started experimenting with a way to finally have backwards compatibility for save games, but it's unfortunately not as drop-in as I had hoped. The work will definitely be worth it, though. So far I've always had to wipe my saves if I added a field anywhere, which does get old.
1561
Reposted by Chunie
whiskey @whiskeybock.bsky.social · 20/09/2026
booted up my broken ass ipad and found some cool stuff!
72003313
Chunie @chunie.bsky.social · 18/09/2026
You could always throw your stuff into lava, but the exchange rate isn't amazing.
021
Chunie @chunie.bsky.social · 18/09/2026
With this system, all resources except for dirt and stone are infinite in some (usually slow) way. It's not the kind of game where you should consider your resources infinite, but it's good to have a backup in a pinch.
2441
Chunie @chunie.bsky.social · 18/09/2026
If you bring lava to the surface, it turns into volcanic rock. If you pour acid on that rock (made from poison gas and steam), it turns into random ores. This is more of an optional lategame thing that I haven't quite thought through, but maybe it's better if I don't. You can probably automate it.
2962
Chunie @chunie.bsky.social · 17/09/2026
The cool thing about having the entire building animation attached to a single timer is that I can just reverse it by ticking down instead of up.
01055