Etienne Pouvreau @smolware.dev · 07/08/2026I've been making games for a few years now. As a self taught dev I must admit I've been using these formulas without really understanding what I could use them for. Thank you Dave! A quick and dirty recording of me putting this video to "good" use in my own engine: 0101
Etienne Pouvreau @smolware.dev · 11/07/2026I found some old drawings of mine I had saved on Pinterest. Now you get to look at them too, yay. (sorry) 050
Etienne Pouvreau @smolware.dev · 30/06/2026I'm re-writing my engine's renderer and accidentally made this. #gamedev 1112
Etienne Pouvreau @smolware.dev · 17/06/2026These damn pixelers are up to something, I'm telling ya... @franekk.bsky.social @noionart.bsky.social 040
Etienne Pouvreau @smolware.dev · 03/06/2026I haven't made a game in far too long, so I just picked the most simple, dumbest idea I had. Lets see where that goes! #gamedev 051
Etienne Pouvreau @smolware.dev · 29/05/2026simple experiment about generating an alien text. Step 1: glyphs #procgen 081
Etienne Pouvreau @smolware.dev · 01/05/2026As a test, I remade my game (snake + rope =) Snope with my custom language, in my engine. It seems decently stable at this point... it's time I start making games again ! #gamedev 1275
Etienne Pouvreau @smolware.dev · 21/04/2026Okay this was much harder than I expected and I had to change a few categories (I don't play multiplayer games..). Also a few of these could have filled most of the grid by themselves ^^ bsky.app/profile/joni... 010
Etienne Pouvreau @smolware.dev · 09/04/2026Hot Reload for my custom language in my custom engine !!! >:) #gamedev #indiedev 082
Etienne Pouvreau @smolware.dev · 01/04/2026Making my own engine's api for my own language is actually really fun! what the code looks like: 010
Etienne Pouvreau @smolware.dev · 01/04/2026Not a lot of visually interesting things going on atm (for now). Regardless, here's an update: every pixel on this gif was drawn through my own scripting language ! Re-writing nemo-lang with a stack vm is really paying off, integration is going SO smoothy this time ! #gamedev #programming 2124
Etienne Pouvreau @smolware.dev · 31/03/2026he has a big brother: fish4ktex.gif #b3d bsky.app/profile/smol... 010
Etienne Pouvreau @smolware.dev · 26/03/2026some built-ins: 'puts' statement prints expressions, separated by semi-colons or commas. Semi-colons insert a new line. Used as an expression, puts returns an interpolated string. Nemo also has a built-in random number generator (using @mattiasg.bsky.social 's rnd.h library). 110
Etienne Pouvreau @smolware.dev · 26/03/2026Heap container objects (arrays and records) are assigned by reference using '=', and by value when using ':='. Arrays and string support slicing. A slice from first to last element is effectively a copy. 100
Etienne Pouvreau @smolware.dev · 26/03/2026Arrays and records can be returned from functions. Arrays can be initialized with or without values. 100
Etienne Pouvreau @smolware.dev · 26/03/2026the separation of exit and return allowed me to implement TCO very easily ! return followed by a function call ? that's a tail call ! en.wikipedia.org/wiki/Tail_call 100
Etienne Pouvreau @smolware.dev · 26/03/2026Nemo functions are statically typed. Inside functions that don't return anything (void functions), the 'exit' keyword must be used to stop the execution early. Using exit is not allowed in typed functions. 'return' must always be followed by an expression. Nemo has closures. 100
Etienne Pouvreau @smolware.dev · 26/03/2026Control flow and loop primitives: - if - elif - else - end - while and for loops (numeric bounded loop) - match case (pattern matching) - ternary expression 100
Etienne Pouvreau @smolware.dev · 26/03/2026It features lexical scoping, first class functions, optional semi-colons and 0 base indexing. Supported types are: null, num (numbers), strings, functions, arrays and records (structs). 110
Etienne Pouvreau @smolware.dev · 26/03/2026Now that I'm finally done re-implementing its previous features (and more!) here is a little tour of nemo lang. It's an imperative and procedural high level scripting language. Nemo is dynamically typed at its core, with optional type contracts and statically typed functions. 110
Etienne Pouvreau @smolware.dev · 26/03/2026Long time no post ! I attempted the recent 7drl jam using my scripting language, and the compiler blew up in my face, so i decided to re-write the whole language. That's what I've been up to this past month... 🧵 ("alt": gif of how far i got in the jam project) 151
Etienne Pouvreau @smolware.dev · 22/02/2026I failed at posting regularly this year, so here what I've been up to: - started a prototype and shelved it - added unicode support to Smol engine - finally embed my custom language in Smol ! a gif since you don't read this anyway ^^ #gamedev (late) #ScreenshotSaturday 1174
Etienne Pouvreau @smolware.dev · 21/02/2026this rules! "a bit of a Moebius vibe" is an understatement they went full Arzach, and i love it. Also from the wikipedia page: "Critics have noted similarities with the works of the French artist Mœbius,[25][26][27] of whom Kusunoki was a fan, as well as with Hayao Miyazaki's Nausicaa" 210
Etienne Pouvreau @smolware.dev · 08/02/2026update on my scripting language: implementation of rule110 en.wikipedia.org/wiki/Rule_110 032
Etienne Pouvreau @smolware.dev · 03/02/2026If you see this, post walker (four legged walkers count too right ?) bsky.app/profile/joos... 092
Etienne Pouvreau @smolware.dev · 23/01/2026My #FragmentFriday never finished game: tiled based exploration with Arco like mixed-time combat, but 3d. In Unity back then. I still love the idea, maybe one day... #gamedev bsky.app/profile/taxi... 150
Etienne Pouvreau @smolware.dev · 22/01/2026I *might* be having too much fun playing with SDFs... but its gonna be useful for a game i swear! #gamedev #indiedev #procedural 1172
Etienne Pouvreau @smolware.dev · 21/01/2026more pixel SDFs goodness ! #gamedev #indiedev bsky.app/profile/smol... 0194
Etienne Pouvreau @smolware.dev · 21/01/2026Why didn't anyone tell me I could *just* do SDF drawing directly in my software rendered, rasterized game engine ??? and its... actually not that difficult ? #gamedev #indiedev 1215
Etienne Pouvreau @smolware.dev · 12/01/2026I haven't been posting much gamedev lately, I should remedy that. Here: have some (not very smooth) 2d zoom. On a rotating... bean. That's it. For now. #gamedev 1124
Etienne Pouvreau @smolware.dev · 11/01/2026codectr update: There's now 2 file search modes, counting and finding (lines and columns). You can also search patterns inside of files. #programming bsky.app/profile/smol... 021
Etienne Pouvreau @smolware.dev · 10/01/2026I made a tiny command line tool to search through folders, count lines of code and symbols in files. Its free and public domain if you need such a thing. get the binary: smolware.itch.io/codectr check the code and docs: codeberg.org/smolware/cod... #programming 173
Etienne Pouvreau @smolware.dev · 24/12/2025I've been sidetracked into the alien queen of rabbit holes, so I might as well post about it.. My very own toy scripting language! still wip, but non trivial programs are already on the menu! #programming 020
Etienne Pouvreau @smolware.dev · 19/12/2025I'm starting to think this feature of my engine was a mistake... I can't decide between crisp and smoothed pixels most of the time. Not a lot on screen right now tho... 020
Etienne Pouvreau @smolware.dev · 17/12/2025I'm preparing a playtest for this project. It doesn't look like much (its a proto after all) but it's surprisingly fun to play so I want to find out if it's worth pushing further (got a bunch of ideas) #gamedev #indiedev #indiegames 2155
Etienne Pouvreau @smolware.dev · 13/12/2025juicy proto for #screenshotsatursay #gamedev #indiegames 0145
Etienne Pouvreau @smolware.dev · 12/12/2025proto (early #screenshotsaturday post) #gamedev #indiegames 0148
Etienne Pouvreau @smolware.dev · 06/12/2025join the pong war gang! #gamedev i did this one in monogame 6 month ago, before i started my custom engine...maybe i should...mmm 🤔 bsky.app/profile/napa... 182
Etienne Pouvreau @smolware.dev · 30/11/2025also the hand is 3d with an emission material and line art modifier. god i love blender 010