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Etienne Pouvreau

@smolware.dev
779 followers 515 following 568 posts

🌐 www.smolware.dev itch : smolware.itch.io Volition: I know there's not much to say, but if nothing helps, just remember that you've made it this far, and it's just a bit farther now. Let's finish this.

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Etienne Pouvreau @smolware.dev · 23/09/2026
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Etienne Pouvreau @smolware.dev · 23/09/2026
Making the 3d camera system almost broke me 😭
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Etienne Pouvreau @smolware.dev · 18/09/2026
random bs go !
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Etienne Pouvreau @smolware.dev · 18/09/2026
how do you even write captions for this ?
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Etienne Pouvreau @smolware.dev · 18/09/2026
testing stuff...
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Etienne Pouvreau @smolware.dev · 07/08/2026
I'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:
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Etienne Pouvreau @smolware.dev · 11/07/2026
I found some old drawings of mine I had saved on Pinterest. Now you get to look at them too, yay. (sorry)
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Etienne Pouvreau @smolware.dev · 03/07/2026
I guess it's repost Friday or smt.. #pixelart
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Etienne Pouvreau @smolware.dev · 30/06/2026
I'm re-writing my engine's renderer and accidentally made this. #gamedev
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Etienne Pouvreau @smolware.dev · 17/06/2026
These damn pixelers are up to something, I'm telling ya... @franekk.bsky.social @noionart.bsky.social
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Etienne Pouvreau @smolware.dev · 03/06/2026
I 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
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Etienne Pouvreau @smolware.dev · 29/05/2026
simple experiment about generating an alien text. Step 1: glyphs #procgen
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Etienne Pouvreau @smolware.dev · 01/05/2026
As 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
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Etienne Pouvreau @smolware.dev · 21/04/2026
Okay 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...
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Etienne Pouvreau @smolware.dev · 09/04/2026
Hot Reload for my custom language in my custom engine !!! >:) #gamedev #indiedev
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Etienne Pouvreau @smolware.dev · 01/04/2026
Making my own engine's api for my own language is actually really fun! what the code looks like:
a snapshot of the code for the gif.
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Etienne Pouvreau @smolware.dev · 01/04/2026
Not 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
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Etienne Pouvreau @smolware.dev · 31/03/2026
he has a big brother: fish4ktex.gif #b3d bsky.app/profile/smol...
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Etienne Pouvreau @smolware.dev · 31/03/2026
fish.blend #b3d
a very handsome 3d fish model
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Etienne Pouvreau @smolware.dev · 26/03/2026
some 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).
a snippet showing how nemo's "puts" built-in function can be used to print or interpolate / concatenate strings, as well as the different rng functions.
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Etienne Pouvreau @smolware.dev · 26/03/2026
Heap 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.
demonstration of the := value assignment operator, in record objectsdemo of the slices syntax. It looks like: [ start : end ] where start and end are, if omitted, respectively index 0 and last index.
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Etienne Pouvreau @smolware.dev · 26/03/2026
Arrays and records can be returned from functions. Arrays can be initialized with or without values.
a series of functions returning arrays and records. this snippet also shows arrays initialization.
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Etienne Pouvreau @smolware.dev · 26/03/2026
the 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
cheap infinite recursion goes brrrr
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Etienne Pouvreau @smolware.dev · 26/03/2026
Nemo 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.
nemo functions, declared with "def ... end", showing void and typed functions, as well as a single block typed function.
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Etienne Pouvreau @smolware.dev · 26/03/2026
Control flow and loop primitives: - if - elif - else - end - while and for loops (numeric bounded loop) - match case (pattern matching) - ternary expression
A chain of conditional blocks, using if elif else, closed by an 'end' token. There's also a single statement if statement, using nemo's arrow syntax.a match statement, demonstrating pattern matchinga classic while loop, with continue and breaka lengthy demo of nemo's for loop. showing the possible syntax, with or without iterator, default iteration step
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Etienne Pouvreau @smolware.dev · 26/03/2026
It 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).
code snippet showing the different nemo types, with the exception of functions
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Etienne Pouvreau @smolware.dev · 26/03/2026
Now 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.
a snippet of nemo code, implementing the rule110 one dimensional cellular automatonthe code output
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Etienne Pouvreau @smolware.dev · 26/03/2026
Long 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)
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Etienne Pouvreau @smolware.dev · 22/02/2026
I 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
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Etienne Pouvreau @smolware.dev · 21/02/2026
the man just had great taste !
A picture of Giraud and Miyaziki side by side, posing in front of the illustration for the 2004/2005 exposition dedicated to their work.The exposition's illustration, showing princess Monoke (drawn here by Moebius) and Arzach (drawn here by Miyazaki), titled "Miyazaki Moebius, 2 artists whom drawings become alive".
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Etienne Pouvreau @smolware.dev · 21/02/2026
this 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"
the cover illustration of Jean Giraud (Moebius) 's arzach bande dessinée. A caped man with a tall hat rides a grey bird-like creature above a giant skeleton laying in the desert.
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Etienne Pouvreau @smolware.dev · 11/02/2026
@beetlemoses.bsky.social brilliant. simply brilliant.
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Etienne Pouvreau @smolware.dev · 08/02/2026
update on my scripting language: implementation of rule110 en.wikipedia.org/wiki/Rule_110
the output of rule110, a one dimensional cellular automata, in the console.the algorithm implementation
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Etienne Pouvreau @smolware.dev · 04/02/2026
Qrp with something watery 💧 bsky.app/profile/lord...
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Etienne Pouvreau @smolware.dev · 03/02/2026
If you see this, post walker (four legged walkers count too right ?) bsky.app/profile/joos...
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Etienne Pouvreau @smolware.dev · 23/01/2026
My #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...
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Etienne Pouvreau @smolware.dev · 22/01/2026
I *might* be having too much fun playing with SDFs... but its gonna be useful for a game i swear! #gamedev #indiedev #procedural
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Etienne Pouvreau @smolware.dev · 21/01/2026
more pixel SDFs goodness ! #gamedev #indiedev bsky.app/profile/smol...
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Etienne Pouvreau @smolware.dev · 21/01/2026
Why 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
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Etienne Pouvreau @smolware.dev · 12/01/2026
I 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
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Etienne Pouvreau @smolware.dev · 11/01/2026
codectr 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...
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Etienne Pouvreau @smolware.dev · 10/01/2026
I 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
a screen shot of a terminal showing a tree of files and search results: 247 semi-colons found in 3 files, 43 if found in 3 files
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Etienne Pouvreau @smolware.dev · 24/12/2025
I'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
a script written in my toy language, showing variables, while loop, conditionals, formatted print and commentsthe output of the script, with the virtual machine OP code dumped, the print being at the very bottom
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Etienne Pouvreau @smolware.dev · 19/12/2025
I'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...
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Etienne Pouvreau @smolware.dev · 17/12/2025
I'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
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Etienne Pouvreau @smolware.dev · 13/12/2025
juicy proto for #screenshotsatursay #gamedev #indiegames
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Etienne Pouvreau @smolware.dev · 12/12/2025
proto (early #screenshotsaturday post) #gamedev #indiegames
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Etienne Pouvreau @smolware.dev · 06/12/2025
join 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...
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Etienne Pouvreau @smolware.dev · 30/11/2025
mountains wip #pixelart
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Etienne Pouvreau @smolware.dev · 30/11/2025
also the hand is 3d with an emission material and line art modifier. god i love blender
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