Andre Weissflog @flohofwoe.bsky.social · 26/09/2026New demo haul on the Tiny Emulators page (2x KC85/4, 1x CPC, 3x C64): floooh.github.io/tiny8bit/ind... The KC85/4 demos by Moods Plateau are especially impressive: sampled music on a simple beeper. 281
Andre Weissflog @flohofwoe.bsky.social · 24/09/2026While sokol-procrastinating I gave the Tiny Emulators a little design- and UX-refresh :D (disclaimer: cobbled together via Claude Design, which actually did a pretty ok job to build an efficient page) floooh.github.io/tiny8bit/ind... 050
Reposted by Andre WeissflogMattias Ljungström @spacesofplay.com · 23/09/2026minc compiler 0.9.15 now available from minc.dev More correctness, optimizations fixes, updated sokol headers to latest, two new sokol-samples (cmdbuf, sparse_ub) at (spacesofplay.github.io/sokol-sample...). Also re-transpiled latest box3d api with new features (spacesofplay.github.io/box3d-minc/). 193
Andre Weissflog @flohofwoe.bsky.social · 14/09/2026Minor sokol_app.h update: on Linux, mouse locking now works like in the Windows and Web backend (e.g. sapp_lock_mouse() only sets a 'lock-requested' flag, and the actual lock/unlock happens at most once per frame). Details in changelog: github.com/floooh/sokol...github.com 160
Reposted by Andre WeissflogWhy485 @why485.bsky.social · 10/09/2026Got caught holding the bag on a significant and surprise expense hitting me at a bad time. If anybody needs short term (part time, 3 mo. max?) commission work to write or polish the physics/controllers for arcadish jeeps, planes, spaceships, vehicles, etc. send me a message! 15024
Reposted by Andre WeissflogMattias Ljungström @spacesofplay.com · 08/09/2026Added a new audio example, showing stb_vorbis decodes and audio mixing: minc.dev/playground/g... (click on it to activate audio in browser) 141
Andre Weissflog @flohofwoe.bsky.social · 06/09/2026New sokol header: sokol_cmdbuf.h, this is basically a simple software command buffer to record sokol-gfx render/compute calls outside of sokol-gfx passes and then 'submit' them inside a pass. Details in the changelog: github.com/floooh/sokol...github.comsokol/CHANGELOG.md at master · floooh/sokolminimal cross-platform standalone C headers. Contribute to floooh/sokol development by creating an account on GitHub. 090
Andre Weissflog @flohofwoe.bsky.social · 05/09/2026Added an AGENTS.md to the sokol repo to clarify acceptable LLM usage 😬 TL;DR: - LLM generation forbidden for sokol headers and documentation, but allowed for 'adjacent' code (tests, etc) - 'passive' LLM usage allowed and encouraged (bug scanning, code analysis...) github.com/floooh/sokol... 4220
Andre Weissflog @flohofwoe.bsky.social · 30/08/2026New breaking sokol_gfx.h update: Adds new way to update buffers and images with CPU data via new usage flag `.write_transient` and two new functions `sg_write_buffer_transient()` and `sg_write_image_transient()`. Replaces the old '.stream_update`. Details in changelog: github.com/floooh/sokol...github.com 160
Reposted by Andre WeissflogMattias Ljungström @spacesofplay.com · 22/08/2026Updated the sokol_framebuffer.mc to use minc shaders and it now works on webgpu: spacesofplay.github.io/sokol-sample...spacesofplay.github.iosokol-samples-minc 131
Reposted by Andre WeissflogDaniel Hooper @danielchooper.bsky.social · 06/08/2025⭐️ New Post: A Fast, Growable Array With Stable Pointers in C danielchasehooper.com/posts/segmen...danielchasehooper.comA Fast, Growable Array With Stable Pointers in CThe C implementation is available here. My last post about generic data structures in C was written to set the stage for today’s topic: A data structure that can be used in place of dynamic arrays,… 1132
Reposted by Andre WeissflogAndrew Meggs @meggsomatic.tv · 20/08/2026My dusty old math degree is getting Increasingly annoyed at Rust's rigid fetishization of unsigned. Some values (container sizes, instant times) are never negative in isolation, but there is an algebra around them. And in that algebra, subtraction implies the existence of an additive inverse. 283
Reposted by Andre WeissflogMattias Ljungström @spacesofplay.com · 20/08/2026New minc compiler version 0.9.11 is now available (minc.dev). Main feature - all core sokol-sample features are now supported correctly. There's a wasm gallery available here: spacesofplay.github.io/sokol-sample... 1145
Reposted by Andre WeissflogMattias Ljungström @spacesofplay.com · 20/08/2026The new minc update (minc.dev) is available now with 83 sokol-samples ported/transpiled to minc and validated on win/mac/linux/wasm: spacesofplay.github.io/sokol-sample...spacesofplay.github.iosokol-samples-minc web samples 141
Reposted by Andre WeissflogMattias Ljungström @spacesofplay.com · 18/08/2026doing some final validations, new minc update and new transpiled repo coming soon... 2152
Andre Weissflog @flohofwoe.bsky.social · 17/08/2026Important regression fix in sokol_gfx.h: The recent 'write-unsealed' update from 09-Aug-2026 broke the validation for storage images (e.g. the validation layer always triggered when trying to create a storage image). Details: github.com/floooh/sokol...github.com 070
Andre Weissflog @flohofwoe.bsky.social · 09/08/2026Ok, new sokol_gfx.h update is out: this adds a more flexible way to populate immutable buffers and images via a new 'unsealed' resource state and a handful new functions. Details in the changelog: github.com/floooh/sokol... 1120
Andre Weissflog @flohofwoe.bsky.social · 08/08/2026Sneak preview of the next sokol_gfx.h API update and related new test/example :) I hope to get it out tomorrow or on Monday. 0170
Reposted by Andre WeissflogOmar @ocornut.bsky.social · 05/08/2026Request for feedback for upcoming ImDrawList rework! On April 10 @mikkomononen.bsky.social showed up to "fix a missing pixel", and he/we ended up spending a long time fixing/cleaning/improving many aspects + long last issues of ImDrawList. w/ new pretty Wiki pages! github.com/ocornut/imgu...github.comRequest for feedback: improved ImDrawList functions (for incoming v1.93) · Issue #9504 · ocornut/imguiWe are looking for feedback/early adopter to test a series of changes/refactor of the ImDrawList system! Any issue? Any misunderstanding? Let us know. Pushed an experimental features/drawlist_193 b... 3298
Reposted by Andre WeissflogCarl-Henrik Skårstedt @spacemoguls.bsky.social · 01/08/2026Decided to update latest releases of x65 (65xx assembler) and IceBro Lite (#C64 VICE debugger) after some fixes and a long time since last release: github.com/Sakrac/IceBr... github.com/Sakrac/x65/r...github.comRelease CMake builds, Sokol Backend · Sakrac/IceBroLiteIceBro Lite release notes Here’s a polished GitHub-style release summary you can paste into a release post: Highlights This release focuses on modernization, platform support, and a smoother debugg... 074
Andre Weissflog @flohofwoe.bsky.social · 03/08/2026Small but important fix in the sokol_app.h Vulkan backend: window resizing was broken on Linux with NVIDIA drivers because of incomplete error handling after vkAcquireNextImageKHR. Details in the changelog: github.com/floooh/sokol... Also std disclaimer: the Vulkan backend is still experimental!github.com 030
Reposted by Andre WeissflogSteve Streeting @sinbad3d.bsky.social · 31/07/2026I've posted my first MinerMancers dev log! Finally! 😄 Do let me know what you'd like to hear about next, if you have a preference. If a particular subject gets more requests I'll be sure to prioritise it. Hope you enjoy! youtu.be/-wdz4vMpIzAyoutu.beMinerMancers DevLog 1YouTube video by Steve Streeting 0145
Reposted by Andre WeissflogMattias Ljungström @spacesofplay.com · 30/07/2026You can live-edit a smaller box3d demo here, if you want to play around with the source code without downloads: minc.dev/playground/g... 085
Andre Weissflog @flohofwoe.bsky.social · 25/07/2026Minor but important fix in sokol_imgui.h (Dear ImGui renderer backend on top of sokol_gfx.h) for Dear ImGui version 1.92.9: github.com/floooh/sokol...github.com 260
Reposted by Andre WeissflogErin Catto @erincatto.bsky.social · 21/07/2026New blog post. Box3D is getting faster. box2d.org/posts/2026/0...box2d.orgSIMD for CollisionIn a previous post SIMD Matters I discussed the big wins I got from graph coloring to make the contact solver faster. That same approach exists in Box3D. I like to call this approach “wide SIMD”. The ... 17211
Reposted by Andre WeissflogRay @raysan5.bsky.social · 21/07/2026Hi! Just published raygui 5.0, my C single-file header-only immediate-mode UI library for tools development, used by all my raylibtech tools. 🛠️ This release includes new controls, up to 512 icons, 6 new UI styles and many more improvements! 💯 Free and open-source: github.com/raysan5/rayg... 0494
Andre Weissflog @flohofwoe.bsky.social · 19/07/2026Ok, new sokol+box3d integration sample is out: floooh.github.io/sokol-html5/... Had to disable WASM SIMD last minute because of a LLVM/Clang regression in emsdk 6.0.3 (will investigate and write a ticket later). Also comes with a breaking sokol_shape.h update: github.com/floooh/sokol... 0275
Andre Weissflog @flohofwoe.bsky.social · 19/07/2026My toy cycle-stepped Z80 emulator now appears to be used for proper science stuff, complete with arxiv paper and all :D github.com/vicgalle/coe... (more info github.com/floooh/chips...)github.comGitHub - vicgalle/coevolution-soup: Co-evolution of self-replication and function in a digital primordial soupCo-evolution of self-replication and function in a digital primordial soup - vicgalle/coevolution-soup 0223
Andre Weissflog @flohofwoe.bsky.social · 15/07/2026Tinkering with Box3D + Sokol + Emscripten :) Box3D is *fun* to work with, very simple and straightforward C API, and very configurable (this is simd + single-threaded). New sokol-sample will be up in one or two days. 3535
Reposted by Andre WeissflogElias Daler @eliasdaler.bsky.social · 07/07/2026Made a backend for Dear ImGui for Sega Dreamcast. I can’t believe it works. Sadly, I don’t have a mouse/keyboard for the Dreamcast, but once I do, it’s going to make this thing even more incredible. 😂 523131
Reposted by Andre Weissflogmmalex @mmalex.bsky.social · 06/07/2026my #1 grizzly beard protip for (game) dev is: if you have a bug that you dont understand the cause of immediately, dont try to fix it; add & iterate visualization / inspection tools until the cause is plain to see. the accumulation of 'observability' in your system's state will pay off many times 1226142
Andre Weissflog @flohofwoe.bsky.social · 02/07/2026Ok, new sokol update: sokol_app.h now allows much more control over swapchain configuration.. Many more details in the changelog: github.com/floooh/sokol... Sample webpage is *NOT* yet updated (e.g. the links in the changelog don't work), because Github CI is broken (again...)github.com 1131
Reposted by Andre WeissflogGlenn Fiedler @mas-bandwidth.bsky.social · 01/07/2026I'm very happy to see that Box3D, the physics engine I've been lucky enough to use with Space Game for more than a year, is open source today. Congrats @erincatto.bsky.social box2d.org/posts/2026/0...box2d.orgAnnouncing Box3DI’m happy to announce the release of Box3D, an open source 3D physics engine. It is now available on GitHub. Box3D repository You can think of Box3D as a fork of Box2D, extended with many features nee... 0294
Reposted by Andre WeissflogErin Catto @erincatto.bsky.social · 01/07/2026I’m happy to announce the release of a new open source 3D physics engine called Box3D. I’ve been working on this project for a few years now, but it represents over 20 years of experience writing physics engines for games. Read more here: box2d.org/posts/2026/0...box2d.orgAnnouncing Box3DI’m happy to announce the release of Box3D, an open source 3D physics engine. It is now available on GitHub. Box3D repository You can think of Box3D as a fork of Box2D, extended with many features nee... 13783220
Reposted by Andre WeissflogÓlafur Waage @olafurw.com · 26/06/2026I've wanted to get back into making fun little games, and as a stepping stone, here's Solitaire. Plays in the browser, should play well on phone/tablet, saves your state automatically. Hope it works ok for you. olafurw.com/games/solita... 13566
Reposted by Andre WeissflogOmar @ocornut.bsky.social · 25/06/2026Reminder that the coding help I need the most for Dear ImGui are related to tech that are foreign to me: Vulkan, OSX, Metal, Android, Linux. Many open issues/pr, need quality brain time, design time, explanations & reviews to close topics rather that have more opened: github.com/ocornut/imgu... 25024
Reposted by Andre WeissflogMattias Ljungström @spacesofplay.com · 11/06/2026was going to QA a new release today but got sidetracked into shader live reloading. work in progress, available in next release. 181
Andre Weissflog @flohofwoe.bsky.social · 11/06/2026Fixed a lingering bug in the sokol_app.h Linux backend: sapp_get_clipboard_string() could return a nullptr on Linux in case of error or an empty clipboard (it's supposed to return an empty string instead): github.com/floooh/sokol...github.com 030
Andre Weissflog @flohofwoe.bsky.social · 10/06/2026Tinkered a bit in the 'visual cpu remix' tools so that the mouse wheel zoom is centered on the mouse pointer (also fixed a Dear ImGui debug assert that slipped through when updating to some recent Dear ImGui version) z80: floooh.github.io/visualz80rem... 6502: floooh.github.io/visual6502re... 062
Andre Weissflog @flohofwoe.bsky.social · 27/05/2026Nice example of C++ adding entirely new and interesting footguns on top of what it inherited from C ;) (apparently a missing return statement has become Undefined Behaviour in C++) 3100
Andre Weissflog @flohofwoe.bsky.social · 24/05/2026The experimental sokol_app.h Vulkan backend now properly handles the case that the swapchain cannot be created because the reported surface width and height are 0 (the Intel Vulkan Windows driver refuses to create a swapchain object in that case). github.com/floooh/sokol...github.com 180
Andre Weissflog @flohofwoe.bsky.social · 18/05/2026Ok, new sokol-sample for Slug text rendering is out! This has been ported from this Odin sample with some quick'n'dirty improvements (most notably: batching for glyphs) tangled.org/dosha.dev/so... WebGL2 sample: floooh.github.io/sokol-html5/... ...and WebGPU: floooh.github.io/sokol-webgpu... 1213
Andre Weissflog @flohofwoe.bsky.social · 16/05/2026Porting an "Odin+Sokol+Slug" text rendering demo by GH user AlfayezDev back to C for inclusion in the regular sokol samples. Currently not very efficient (e.g. there's preprocessing of TTF data happening at runtime which should better go into an offline tool). 3240
Andre Weissflog @flohofwoe.bsky.social · 11/05/2026Ok, new sokol header "sokol_framebuffer.h" is out, along with two new samples: floooh.github.io/sokol-html5/... floooh.github.io/sokol-html5/... ...more infos in the changelog: github.com/floooh/sokol... Enjoy! 1142
Andre Weissflog @flohofwoe.bsky.social · 07/05/2026Changes for moving doom-sokol to sokol_framebuffer.h (not released yet), quite happy with the result :) github.com/floooh/doom-... Link to updated WASM demo: floooh.github.io/doom-sokol/ 170
Reposted by Andre WeissflogOmar @ocornut.bsky.social · 06/05/2026I take no pleasure in reinventing the wheel, but was sufficiently frustrated that Windows Magnifier was so slow to open/close and had usability issues (tried several other ones which had issues too), so I wrote my own in-app magnifier to inspect rendering issues. 5972
Andre Weissflog @flohofwoe.bsky.social · 06/05/2026Preview of what a simple sokol_framebuffer.h program will look like (a software plasma renderer): github.com/floooh/sokol... 160
Reposted by Andre WeissflogKevin Gibson @kevin-gibson.com · 03/05/2026Inspired by @sebaaltonen.bsky.social's "No Graphics API", I've written a GPU pointer-centric bindless wrapper on Vulkan+Metal. Still in rough shape, but I've written about it here: www.kevin-gibson.com/blog/writing...kevin-gibson.comWriting a bindless GPU abstraction layerBack in December 2025, Sebastian Aaltonen published a blog titled “No Graphics API” - it presented a great history of the evolution of GPU hardware, and gave an opinionated perspective on how we could... 16812
Andre Weissflog @flohofwoe.bsky.social · 04/05/2026Just merged 'Choreographer support' for the sokol_app.h Android backend. This is a bit similar to CADisplayLink on macOS/iOS in that it controls the frame pacing and provides a less jittery frame duration. Details in the changelog: github.com/floooh/sokol...github.com 140