mihaivdev.bsky.social @mihaivdev.bsky.social · 09/09/2026Date yourself with a snap of your first ever computer. 000 0
Reposted by @mihaivdev.bsky.socialThel - Pixel art comms open (2/5) @thelxinoe5.bsky.social · 02/09/2026I fit a small wave sim into less than 1024 bytes for the PICO-1K jam! Have fun going splish splash! thelxinoe5.itch.io/1k-wave-sim #pico1k #picotron 417830 178
mihaivdev.bsky.social @mihaivdev.bsky.social · 03/09/2026An interesting thing I noted while playing Unreal (1998), is the Translator device used to read environmental lore. Though it might not be the why it was added, it serves the double purpose of avoiding the need for expensive high-res textures. #gamedev #gaming #unreal #optimisation 0102 10
mihaivdev.bsky.social @mihaivdev.bsky.social · 30/08/2026Rather impressed by Unreal Anthology installing and running great on Windows 11 right out of the box! #retrogaming #unreal #ut99 #ut2004 030 3
mihaivdev.bsky.social @mihaivdev.bsky.social · 29/08/2026A Pokemon-like game in a font (by Michael Mulet). Not just rendered as a font, the game is IN the font. Pretty crazy! www.coderelay.io/fontemon.htmlcoderelay.iocode relay - Fontemon 010 1
mihaivdev.bsky.social @mihaivdev.bsky.social · 08/08/2026My travel project: "Raytracer in One Weekend" (raytracing.github.io/books/RayTra...) in Picotron. Currently at the end of Chapter 10, metallic shading. 64 colours using the Fluffytron palette (lospec.com/palette-list...), with Bayer4 dithering. 010 1
mihaivdev.bsky.social @mihaivdev.bsky.social · 12/04/2026Bink was and is meant to be the solution for this, but I can imagine studios not being so keen on licensing it now that it has been acquired by Epic. It was/is also quite costly I think. 000 0
mihaivdev.bsky.social @mihaivdev.bsky.social · 15/11/2025Why stop there? Path of Exile 1 and 2 are always online and now have a pause button! 010 1
mihaivdev.bsky.social @mihaivdev.bsky.social · 06/10/2025This might seem counter-intuitive but have a look at using StaticBody2D instead. You can still move it in code via MoveAndCollide() and respond to the collision with a bounce yourself, but it won't automatically push or be pushed by other physics objects. Source: doing that in my brick breaker. 110 1
mihaivdev.bsky.social @mihaivdev.bsky.social · 27/12/2024Works great! Thanks for the insight. I found the pixel by pixel and flood-fill approach too slow and gave up at the time but it was in Pico8 using pset() so probably not the most optimal. I might try again with some POKEs at least. 010 1
mihaivdev.bsky.social @mihaivdev.bsky.social · 14/12/2024Looks awesome! If you don't mind me asking, how did you do the background reveal? I started a small demake of Volfied at some point and couldn't decide if to go for flood-fill or make everything from polygons and use tline(). 110 1