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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 · 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 · 11/10/2025
The main issue is how I blend probes. It’s too simple right now, and the grid becomes visible when nearby probes fluctuate between cells. It’s worse with sparse probes. I’ll try something new soon! But I want to avoids building a tetrahedral volume like big engines do...
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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 · 20/09/2025
Painting the ground... #screenshotsaturday #gamedev
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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
So now I can meticulously design the labyrinth by just placing points, the curvature will pass through each of them (Catmull-Rom behind). I can also add or remove points on the spline, move their positions, slice the wall, undo/redo. #indiedev #gamedev #indiegames
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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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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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