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Alexandre

@kooparse.com
55 followers 157 following 55 posts

Working on something that will see the sunlight one day; but we must be patient.

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Alexandre @kooparse.com · 12/08/2026
I open sourced my GUI library which currently powers my game editor. There is an auto layout system, themes, and a nice feeling while using widgets like smooth transition effects and such. #indiedev #gamedev #indiegames
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Alexandre @kooparse.com · 23/03/2026
How much time I spend looking at selected entities in my editor!? A lot! From splash overlays to nice outlines, and it was pretty cool and relaxing to make! fomenko.fr/devlogs/outl... #gamedev
fomenko.fr
Outline Rendering
When an entity was hovered or selected, I overlaid a white color on it, making it pretty difficult to see the material beneath. I survived one year li…
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Alexandre @kooparse.com · 07/03/2026
I refactored lot of rendering code recently, aiming for greater simplicity in general. I changed the shape of my renderer, and how I load assets in the game, how I send materials textures to the shaders... and more; I wrapped up everything in this post: fomenko.fr/devlogs/big-...
fomenko.fr
Big Winter Cleanup
Those last few days I got distracted with rendering stuff. It was overly too complex, and now that I’m back being by myself on the project, it was tim…
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Alexandre @kooparse.com · 18/10/2025
They say this place is the end of the world, that like life there is nothing after. Only the forsaken came here to lose themselves for eternity. #indiedev #gamedev #indiegames #screenshotsaturday
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Alexandre @kooparse.com · 16/10/2025
Edgar gazes upon the graves and mausoleums. They say the gods are buried here. Far away from the cacophony of battles fought in their names. Once, he too fought for one of them. The gods have been gone for ages, and only the stones outlast the madness of men.
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Alexandre @kooparse.com · 14/10/2025
A tangled path without end, and time that seems to have stopped for an eternity. Edgar continues on his way; it has been days that he has wandered blindly through the region of the Mad King...
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Alexandre @kooparse.com · 11/10/2025
I took a few days to dive into how I could compute indirect lighting in my game, and it was easier than I thought to get a working system. I like the result, it already adds a lot to the scene. But it still needs more work! #screenshotsaturday #gamedev
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Alexandre @kooparse.com · 04/10/2025
Early this week, I added a few things to the profiler I’m using in the codebase, including sorting, navigating the hierarchy, in the code being able to customize the name of the area, and a visual line display. It’s entirely based on the Iprof runtime code. #screenshotsaturday #gamedev
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Alexandre @kooparse.com · 27/09/2025
For today, I don’t have much to show; I lost my mind with this spatial grid optimization... pure rabbit hole. In the end, it’s not worth it for mesh culling (at the moment), but definitely worth it for querying the near entities for collision detection and raycasting! #screenshotsaturday #gamedev
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Alexandre @kooparse.com · 23/09/2025
After a few days optimizing the way I was gathering and sending objects to the GPU, the game is running smoothly again. It’s a relief, also the big step forward now would be to use some spatial grid algorithm, but that’s for another time! #gamedev
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Alexandre @kooparse.com · 20/09/2025
Painting the ground... #screenshotsaturday #gamedev
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Alexandre @kooparse.com · 18/09/2025
One of the most insightful articles I’ve come across on implementing a lighting probe system: handmade.network/p/75/monter/... I’m also open to suggestions for other papers or blogs on this topic. #indiegames #indiedev #gamedev
handmade.network
Engine Work: Global Illumination with Irradiance Probes
Global illumination is one key effect I want to achieve with Monter. For a low-poly style game, G…
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Alexandre @kooparse.com · 18/09/2025
I’m starting to think of ways to take into account indirect lighting in the game. It would have a great impact on the overall feeling. #indiegames #indiedev #gamedev
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Alexandre @kooparse.com · 17/09/2025
I definitely want a darker tone for Oleg, but the art direction is still not the priority right now.
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Alexandre @kooparse.com · 16/09/2025
What has been very hard, and I suppose will remain so for a long time, is finding a way to bring together everything a game is made of into a cohesive whole. #indiegames #indiedev #gamedev
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Alexandre @kooparse.com · 15/09/2025
The way I like to experience programming is by compulsively molding the code and logic on the fly. At first, it’s always chaotic and messy, I compile and run my program like a maniac, and I like that. Everything will eventually takes its final form naturally. I trust the process for that.
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Alexandre @kooparse.com · 14/09/2025
At some point, I’ll share more about my experiences with Jai. It’s been my main programming language for the past two years, and it honestly feels like it was designed to match how my brain works.
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Alexandre @kooparse.com · 13/09/2025
The game I’m currently working on has around 75k lines of code and is written entirely in Jai, Jonathan Blow's upcoming language. #indiedev #gamedev #indiegames #screenshotsaturday
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Alexandre @kooparse.com · 10/09/2025
I recently worked on the ability to swap scenes in the game, and from there, I ended up adding a new menu. #indiedev #gamedev #indiegames
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Alexandre @kooparse.com · 06/09/2025
“Lost in a surreal and strange maze where nothing really makes sense in the way we know it…” #indiedev #gamedev #indiegames #screenshotsaturday
Lost in a surreal and strange maze where nothing really makes sense in the way we know it.
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Alexandre @kooparse.com · 03/09/2025
Recently I added some optimizations though, since the number of samples directly influences the vertex count, it can get out of control fast. So the sample count is computed from the sharpness of the corner angle now. It works pretty well! #indiedev #gamedev
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Alexandre @kooparse.com · 02/09/2025
A few month ago, I added a nice tool: a spline-based wall editor. Because the game is set in a vast and hand-crafted labyrinth, we needed ways of easily editing it. I wanted a labyrinth that looks sinuous, messy, and chaotic, so smooth curves were absolutely needed. #indiedev #gamedev #indiegames
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Alexandre @kooparse.com · 01/09/2025
I added the ability to paint the terrain, so now there’s a blend map with four channels. The RGB channels are used to weight the different attached textures, and the alpha channel creates holes in the terrain. #indiedev #gamedev #indiegames
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Alexandre @kooparse.com · 30/08/2025
To integrate this terrain system to my collision system, I simply convert the position of the player from world space to the terrain’s grid space, cut a small area around it, then reconstruct triangles to test against.
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Alexandre @kooparse.com · 30/08/2025
Last week, I added a simple terrain editor for my game. The terrain can be molded with a detail density of one meter, and the mesh is divided into 256 smaller chunks for rendering and editing purposes.
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Reposted by Alexandre
Konstantin Kopka 🌱 Ghostbutter @ghostbutter.com · 08/07/2025
Hey everyone, I’m now offering Nintendo Switch 2 porting & publishing services via Ghostbutter LLC – my company here in Tokyo. Hand-crafted, performance-optimized ports for indie studios. If you’re looking to bring your game to #Switch2: 👉 ghostbutter.com/porting #gamedev #indiedev
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Alexandre @kooparse.com · 11/08/2025
A tiny tip I discovered (shamefully) not so long ago. fomenko.fr/devlogs/comp...
fomenko.fr
Tip #1: Compare squared distances, not lengths
A vector magnitude is a few adds and multiplies, but crucially a square root; and that last bit is expensive, particularly when you’re doing it inside…
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Alexandre @kooparse.com · 20/05/2025
In our latest article, @ostef.bsky.social shows how we built a graphics abstraction layer to write rendering code just once. fomenko.fr/devlogs/maki...
fomenko.fr
Making a graphics abstraction layer
For a while we've been writing graphics rendering code twice, for both Metal and OpenGL. I was tired of maintaining two different backends that want t…
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Alexandre @kooparse.com · 30/04/2025
Recently, I updated our collision detection code; here’s a summary of what we’ve done. fomenko.fr/devlogs/bett...
fomenko.fr
Better collision detection
It’s been a while since I wanted to revisit our game’s collision-detection system to give it a little boost, but I dragged my feet before rolling up m…
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Alexandre @kooparse.com · 15/12/2024
The best cyberpunk game for me is by far Cloudpunk by ION LANDS. The stories of the people you cross, the sounds of the city, the quality of the voice acting, I was totally teleported into their world; this game touches me deeply.
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Alexandre @kooparse.com · 15/11/2024
👀
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Alexandre @kooparse.com · 06/10/2024
After a battle of many hours, SSAO is finally working okay now on the Metal backend. There's still some artefacts but it's pretty easy to fix them up.
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