ChunkDev 🦋 @chunkdev.bsky.social · 23/09/2026Sometimes a customizable, intelligent filter would be really useful 010
ChunkDev 🦋 @chunkdev.bsky.social · 08/09/2026Slurs in standard API may slightly hinder adoption though 012
ChunkDev 🦋 @chunkdev.bsky.social · 07/09/2026Looks impressive. I'm curious how playing on it feels like 😁 010
Reposted by ChunkDev 🦋Rune Skovbo Johansen @runevision.bsky.social · 20/08/2026Join me for a sunrise walk? I've implemented time-of-day, better atmospheric scattering, airglow so the night sky isn't pitch black, boosted ambient lighting in the dark, and carefully managed transitions. Still missing an actual sun 🤦, moon, stars, and sunrise time stretching. #GameDev #IndieDev 48511
ChunkDev 🦋 @chunkdev.bsky.social · 18/08/2026Haven't seen this article in a while. Great read indeed! 100
ChunkDev 🦋 @chunkdev.bsky.social · 17/08/2026I had the spontaneous idea to let active meshes follow paths and have colliders. The result: an elevator. I never planned to support any of this. I suspect this will be useful for quite a few other things, too. Paths can be edited directly in the game’s built-in mesh editor. #gamedev | #indiedev 0235
ChunkDev 🦋 @chunkdev.bsky.social · 13/08/2026I finally added retractable landing gear to airplanes. For now, it happens automatically based on distance to the ground. Technically, the wheels are "active reference" meshes that the airplane system takes control over. #gamedev | #indiedev 0142
Reposted by ChunkDev 🦋Nikita Lisitsa @lisyarus.bsky.social · 08/08/2026What's that?? 👀 A new devlog about my village building game! 🤯 It only took me 7 months 😅 Enjoy: www.youtube.com/watch?v=xWrk...youtube.comI Added Realistic Water And Rivers To My GameYouTube video by Nikita Lisitsa 06516
ChunkDev 🦋 @chunkdev.bsky.social · 11/08/2026I once made the mistake of giving access to my Trello board to an "idea guy". It ended badly. 020
ChunkDev 🦋 @chunkdev.bsky.social · 11/08/2026It this point Microsoft cannot fix it since sure some application out there relies on this exact behavior 110
ChunkDev 🦋 @chunkdev.bsky.social · 09/08/2026I agree, the sky has such a huge impact in the overall atmosphere. I'm using manual colors, too. It's just so much easier to tweak. 010
ChunkDev 🦋 @chunkdev.bsky.social · 09/08/2026Quest markers are in, but there aren’t any quests yet. Targets are currently simple points with a radius, but they’re represented in three ways: on the minimap, as a screen-space indicator, and as a 3D marker in the world. A lot of steps just to tell the player where to go. #gamedev | #indiedev 1172
ChunkDev 🦋 @chunkdev.bsky.social · 03/08/2026lol that sounds unreasonable in any way possible, unless you're making a game for tiny ants 120
ChunkDev 🦋 @chunkdev.bsky.social · 02/08/2026"a division between people, usually belonging to an organization, movement, or religious denomination" It's really fitting, actually 060
ChunkDev 🦋 @chunkdev.bsky.social · 30/07/2026I constantly had crashes when I edited shaders during play mode. One of the reasons I ditched Unity entirely. 100
ChunkDev 🦋 @chunkdev.bsky.social · 30/07/2026Now with light switching. To keep chunk meshes such as buildings static, emission color and activation times are encoded in the vertex data and evaluated by the shader based on the time of day. #gamedev | #indiedev 1153
ChunkDev 🦋 @chunkdev.bsky.social · 28/07/2026I could keep doing this forever. Quite literally, this world is infinite. #gamedev | #indiedev 0152
ChunkDev 🦋 @chunkdev.bsky.social · 28/07/2026The existence of TinyFileDialogs is a miracle in this mess 031
ChunkDev 🦋 @chunkdev.bsky.social · 26/07/2026Originally, I wanted buildings to stay as static as possible, with referenced submeshes baked into them. Now I’ve added “active references”: With that, referenced meshes can become their own entities, allowing them to move, rotate, and light up independently. #gamedev | #indiedev 1193
ChunkDev 🦋 @chunkdev.bsky.social · 24/07/2026Finally added a day night cycle to my city building game. #gamedev | #indiedev 0344
ChunkDev 🦋 @chunkdev.bsky.social · 22/07/2026Cranes! I’m really enjoying this workflow: Create the meshes in the game’s built-in mesh editor, and then copy their IDs to reference them in code to do stuff. #gamedev | #indiedev 0123
ChunkDev 🦋 @chunkdev.bsky.social · 21/07/2026Yes, it's a custom engine built on top of libGDX. That's a framework which handles the cross-platform foundation. 110
ChunkDev 🦋 @chunkdev.bsky.social · 21/07/2026My game (still) runs smooth on a 13 years old device #gamedev | #indiedev 1585
ChunkDev 🦋 @chunkdev.bsky.social · 17/07/2026Maybe, just maybe, I am using too many of those lights. 270