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robmikh

@robmikh.com
527 followers 688 following 179 posts

Operating systems guy. Rustacean. Liberal Democracy or bust.

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robmikh @robmikh.com · 15/09/2026
Lost Coast looks different from what I remember...
The Lost Coast fisherman without his walking stick/harpoon, replaced with a large ERROR model.
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robmikh @robmikh.com · 13/07/2026
Another #ScreenshotSaturday post after a weekend of #gamedev. I couldn't resist messing around with physics now that Box3D has released... and I'm liking it so far! Here's a small demo with the shooting gallery test map I've been testing with.
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robmikh @robmikh.com · 06/07/2026
One engine refactor later, and I've returned with a new #ScreenshotSaturday post. I've finally separated the engine code from the game code, so adding new features is much easier. I've added the func_guntarget entity, which will be the backbone of my shooting gallery map. Here it is in HL's t0a0b2:
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robmikh @robmikh.com · 17/06/2026
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robmikh @robmikh.com · 26/05/2026
After a weekend of #gamdev and wrestling with Blender, I have something to show for #ScreenshotSaturday! Better late than never. I decided to replace the reload animation on my revolver, and add some sound effects. It's a first attempt, but good enough for some playtesting and prototyping.
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robmikh @robmikh.com · 20/04/2026
Squeezed in some more gamedev time, so I've got another #ScreenshotSaturday / #gamedev post! My engine now understands the material the player is stepping on, and is able to play the appropriate sound. Additionally, I started hooking up weapons to the audio system.
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robmikh @robmikh.com · 13/04/2026
Time for a new #ScreenshotSaturday / #gamedev post! I've got audio hooked up into my engine. For now it's limited to ambient_generic entities, footsteps, and doors, but I'm working to add more. Next up are weapon sounds.
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robmikh @robmikh.com · 12/01/2026
New #ScreenshotSaturday / #gamedev post! This weekend I worked on adding avoidance features to NPC movement. The slowdown looks a little goofy (scientists don't have a generic slower walk animation) but it'll work for now. They'll also avoid the player.
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robmikh @robmikh.com · 01/01/2026
Here's an example of the now-famous flickering light pattern.
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robmikh @robmikh.com · 01/01/2026
New year, new #ScreenshotSaturday / #gamedev post. The past few days I decided to focus on some loose ends on lighting. Togglable and flickering lights have been implemented, as well as making NPCs properly lit. No more glowing scientists!
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robmikh @robmikh.com · 01/01/2026
Decided to do the animation as well
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robmikh @robmikh.com · 23/12/2025
A friend of mine was playing Crystal Clear and I absolutely love the Slowbro sprite. I had to give drawing it a shot. WIP
A crudely colored drawing of Slowbro using the same pose as the Crystal version sprite.
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robmikh @robmikh.com · 07/10/2025
I realized I’ve never tried drawing a Vortigaunt.
A line drawing of a Vortigaunt.
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robmikh @robmikh.com · 07/10/2025
For this #ScreenshotSaturday and #gamedev period, I started on the networking side of multiplayer support in my game engine. Things are held together with duct tape and paperclips right now, but I've got a path forward now to implement full Quake-like networking.
Three Gordons pointing at each other in c1a0.
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robmikh @robmikh.com · 29/09/2025
For this #ScreenShotSaturday, I laid the foundation for multiplayer support in my game engine. I've rigged up the ability for multiple players, and to spawn computer-controlled players whose inputs are derived from demo files. This let me test things before I had the network transport in place.
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robmikh @robmikh.com · 07/09/2025
I got some game dev time in this weekend to add env_fade entities and the title card sequence for Half-Life. I built a config system to inject entities into a map based on its name, in order to bridge gaps between my engine and GoldSrc. I'm really happy with how this turned out! #ScreenShotSaturday
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robmikh @robmikh.com · 01/09/2025
As a treat for hitting a milestone on the UI framework last #ScreenshotSaturday, I decided to add support for crossbows. #GameDev
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robmikh @robmikh.com · 25/08/2025
This time for #ScreenshotSaturday, I've got a #GameDev post showing off my new console window. This means I can finally stop working on the UI framework for my engine (for now)! Onto developing the tools that set me down this rabbit hole.
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robmikh @robmikh.com · 11/08/2025
A late #ScreenshotSaturday and #GameDev post, it's been awhile! While investigating a bug, I decided to write some tools and ended up down the subterranean rabbit hole that is UI frameworks... Of course I decided to write my own as part of my engine. Here's a quick video showing off the progress:
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robmikh @robmikh.com · 27/05/2025
A #ScreenshotSaturday and #GameDev post for what I got done during the long weekend. I've continued to flesh out trains, and now you can properly ride them! Here's the beginning of Half-Life (c0a0) in my engine:
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robmikh @robmikh.com · 20/05/2025
And it turns out this lit up a lot of other stuff in c1a0! Now that level is looking more like the original game:
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robmikh @robmikh.com · 20/05/2025
Here's Barney banging on the door in the beginning of c0a0:
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robmikh @robmikh.com · 20/05/2025
A late #ScreenshotSaturday post, but this weekend I squeezed in more #GameDev time. This time around I've focused on implementing more entities to get Half-Life's c0a0 up and running. I implemented the idle animation usage of scripted_sequence and func_tracktrain.
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robmikh @robmikh.com · 12/05/2025
Here's the start of c1a0, with the door opening for the first time automatically.
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robmikh @robmikh.com · 12/05/2025
Another quick #GameDev and #ScreenshotSaturday post. I've gotten a start on implementing ladder entities, as well as map load triggers. Here's going up a ladder in c1a0e:
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robmikh @robmikh.com · 28/04/2025
Finally found some time for #GameDev work and another #ScreenshotSaturday post. I've been refining and refactoring NPC movement. The biggest visual change is that animations are now tied to real speed of the NPC.
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robmikh @robmikh.com · 26/04/2025
Movie you’ve watched more than six times using gifs. (“Hard mode” no Star Wars, Star Trek, or LOTR)
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robmikh @robmikh.com · 07/04/2025
The exchange was so awkward, it should have been followed by the Curb Your Enthusiasm theme song. While President Donald Trump was shaking hands down the aisle, exiting the House chamber after his address last night, network cameras caught him as he turned to Chief Justice John Roberts, patted him on the back, and said, “Thank you again. Thank you again. I won’t forget.” Roberts, whose back was to the camera, then headed for the exit.
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robmikh @robmikh.com · 07/04/2025
A late #GameDev and #ScreenshotSaturday post. This weekend I started wiring up NPC collisions. NPCs will now stop moving when they collide with something and start moving again when they're able to. In the future I'd like to tie the NPC's speed to their animation, so they aren't walking in place.
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robmikh @robmikh.com · 31/03/2025
Finally got around to some #GameDev work on my engine again after taking some time off to attend GDC. For this #ScreenshotSaturday post, I've laid the groundwork for NPC collisions by adding collision geometry. Enjoy Barney encased in a capsule:
Barney encased in a capsule.
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robmikh @robmikh.com · 03/03/2025
A late #GameDev and #ScreenshotSaturday post. I've implemented rotation animations, so now characters can rotate while they walk.
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robmikh @robmikh.com · 24/02/2025
Seems to be working for me:
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robmikh @robmikh.com · 24/02/2025
Here's the same sequence using the "run" animation instead:
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robmikh @robmikh.com · 24/02/2025
Another game dev and #ScreenshotSaturday post. I've hooked up the walk and run animations to NPC movement, as well as computing the appropriate movement speed for these animations. Next up is fixing and animating rotation!
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robmikh @robmikh.com · 18/02/2025
Why not both?
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robmikh @robmikh.com · 18/02/2025
Squeezing in a late game dev and #ScreenshotSaturday post. I started to build the foundations for NPC movement in my engine this weekend. So far I'm able to trigger entities to move along paths, although there's a lot more to do!
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robmikh @robmikh.com · 10/02/2025
Not much time for game dev this weekend, but enough for a #ScreenshotSaturday post. I hooked up the blood decals so that they are placed after hitting an NPC near a surface.
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robmikh @robmikh.com · 03/02/2025
Yet another game dev and #ScreenshotSaturday post. This time around I've completed decal image decoding, and how I'm able to place Half-Life's blood splatter decals on surfaces. Some refactoring in my engine is needed before I can fully integrate it (e.g. place blood decals after an entity is shot)
A bunch of blood spatter decals on a wall in c1a0.
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robmikh @robmikh.com · 30/01/2025
Sounds like Hegseth wishes to breed in weakness into the military.
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robmikh @robmikh.com · 27/01/2025
Another game dev and #ScreenshotSaturday post. I finally finished bullet hole decals! My engine can read the bullet hole assets from Half-Life and utilize them in my decal system.
A bunch of bullet hole decals on a wall in c1a0.
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robmikh @robmikh.com · 20/01/2025
More game dev this weekend for #ScreenshotSaturday. I got geometry clipping working in my engine, so now I can place decals on surfaces.
Two textured decals rendering in c1a0, one of which has the clipping volume visible.
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robmikh @robmikh.com · 13/01/2025
Squeezed in a little more game dev time for #ScreenshotSaturday. This time around I started working on pathfinding and decal rendering. Neither are finished quite yet, but it's getting there.
A visualization of a navmesh for the Half-Life level c1a0.Some test meshes to get a feel for projecting textures onto clipped geometry.
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robmikh @robmikh.com · 05/01/2025
Squeezed in some more game dev time as the holidays come to a close. This time for #ScreenshotSaturday, my engine can now read Half-Life's weapon and crosshair information, as well as hit test model hitboxes. Right now I've set up NPCs to play their flinch animations based on which hitbox is hit.
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robmikh @robmikh.com · 28/12/2024
Another week of game dev for #ScreenshotSaturday. I added support for skeletal animations and fake reflections to my engine!
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robmikh @robmikh.com · 24/12/2024
Some holiday doodling
A drawing of a Pikachu wearing a Santa hat and holding a cookie.
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robmikh @robmikh.com · 23/12/2024
A bit late for #ScreenshotSaturday, but better late than never. I've added a demo analysis system to my engine. The blue line represents the path recorded in Half-Life, the orange represents my original movement code, and pink represents my new movement code. Nothing like some holiday game dev time.
A view of c1a0 with three lines charting different paths through the level. There is a blue, orange, and pink line, representing movement in Half-Life, my original movement code, and my tweaked movement code respectively.
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robmikh @robmikh.com · 18/12/2024
I've managed to get a crude console and demo player working in my engine.
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robmikh @robmikh.com · 06/12/2024
Experimenting with porting my GLTF renderer to the SDL3 GPU API
A headcrab against a dark blue-ish background.
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robmikh @robmikh.com · 04/12/2024
Finally got around to messing with the new GPU API in SDL3. github.com/robmikh/sdl3... Obligatory spinning cube:
A snapshot of a spinning multi-colored cube.
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