tommulgrew.itch.io @tommulgrew.itch.io · 17hWhat has two thumbs and just sorted 1.6M Morton codes in 3.1ms? 101
tommulgrew.itch.io @tommulgrew.itch.io · 26/09/2026A little #pico8 rally driving game for the #pico1k comp. tommulgrew.itch.io/drive-1k 1119926
tommulgrew.itch.io @tommulgrew.itch.io · 11/09/2026Can we redraw the world map without New Zealand again? I felt a lot safer when you didn't know where we were. 030
tommulgrew.itch.io @tommulgrew.itch.io · 06/09/2026Bonkers how easy it was to download and start using #Godot. Should have tried it ages ago. 181
tommulgrew.itch.io @tommulgrew.itch.io · 06/09/2026Sometimes I like to refactor code, and then bask in the glow of how tidy and organized it looks. 030
tommulgrew.itch.io @tommulgrew.itch.io · 15/08/2026I have some mad plans for networked nodes exchanging raw sparse voxel octree data (for reasons). It will require a heap more code before I know if it works well enough to be useful. But for now there's this to look at. #voxel #octree #svo 050
tommulgrew.itch.io @tommulgrew.itch.io · 02/07/2026June 29th is Google-my-obscure-pico8-game day. 2140
tommulgrew.itch.io @tommulgrew.itch.io · 28/06/2026Working on the hyperspace logic. You select you destination while docked to the station, then leave the station and fly to the jump point, which triggers the jump. You then have to dock with the station before jumping again. (Still needs a warp animation.) #pico8 2372
tommulgrew.itch.io @tommulgrew.itch.io · 20/06/2026Note to self: Stop provoking people on the Internet. 0110
tommulgrew.itch.io @tommulgrew.itch.io · 20/06/2026Procgenning a little star chart for my space sim. #pico8 1310
tommulgrew.itch.io @tommulgrew.itch.io · 14/06/2026I finally got around to putting my Picotron port of Combat Chopper on Itch. Plays identically to the Pico-8 version but with higher res and better game controller support. This type of game suits Picotron quite well imo. Gives Amiga flight-sim vibes. tommulgrew.itch.io/combat-chopp...tommulgrew.itch.ioCombat Chopper+ by Tom Mulgrew80's helicopter combat flight simulation 1464
tommulgrew.itch.io @tommulgrew.itch.io · 07/06/2026I'm trying to create some factions with distinct visual styles. Humans have gray ships based on vehicles (cars, planes, ships). The command ship needs a bit of work to make it less ship and more spaceship I think. #pico8 2170
tommulgrew.itch.io @tommulgrew.itch.io · 01/06/2026I don't really have anything new to show. I just like watching these mayhem space battles. It is remarkable how much of an object's shape and direction your brain can deduce from just a few pixels. #pico8 0130
tommulgrew.itch.io @tommulgrew.itch.io · 29/05/2026Starting to feel like a space battle now. Some perf issues when lots of bullets in the air - might need to switch from polys to particles. And I need to figure out what role the large command ships will play - currently they just sit there. #pico8 49013
tommulgrew.itch.io @tommulgrew.itch.io · 19/05/2026I'm not sure I've nailed the flying-in-formation code yet... #pico8 3403
tommulgrew.itch.io @tommulgrew.itch.io · 11/05/2026Working on the dogfight AI. If they can't line up enemy within a few seconds they have to throw in a couple of random turns then try again. Otherwise they end up circling each other forever. Still needs logic to avoid head on collisions. #pico8 1121
tommulgrew.itch.io @tommulgrew.itch.io · 02/05/2026I finally found some time and inspiration to work on this. #pico8 2352
tommulgrew.itch.io @tommulgrew.itch.io · 27/04/2026I reworked my #pico8 map generator to be closer to to the standard wave function collapse algorithm (I think..?) 1262
Reposted by @tommulgrew.itch.ioRune Skovbo Johansen @runevision.bsky.social · 24/04/2026Mountain flight at 80m/s (290 km/h) I got shared CPU/GPU code working for the terrain generation, so early layers can spot sample heights for POI and path generation on CPU, while the later landscape layer can calculate heights on GPU at different LODs. #procgen 110910
tommulgrew.itch.io @tommulgrew.itch.io · 24/04/2026I made a little #pico8 proc gen thing. You start with a small map to demonstrate which tiles connect to which. Then it scans the map to determine the connectivity and generates a larger random map using those rules. 5333
tommulgrew.itch.io @tommulgrew.itch.io · 06/04/2026For some reason I am rewriting my #pico8 rendering code again. 3440
tommulgrew.itch.io @tommulgrew.itch.io · 05/04/2026It's Sunday. Go listen to some tunes and stare at some pixels. www.lexaloffle.com/bbs/?tid=156...lexaloffle.commoTunes 010
tommulgrew.itch.io @tommulgrew.itch.io · 04/04/2026Hear me out; What if instead of daylight savings being a harsh jarring square wave, it was a soft gentle sine wave? 130
tommulgrew.itch.io @tommulgrew.itch.io · 02/04/2026itch.io should totally keep that lookitch.ioDownload the latest indie gamesitch.io is a simple way to find, download and distribute indie games online. Whether you're a developer looking to upload your game or just someone looking for something new to play itch.io has you co... 020
tommulgrew.itch.io @tommulgrew.itch.io · 07/03/2026Back in my day we didn't have these fandangled AI thing to write code for you. You just had to type it all. And when it went wrong you had to figure it out yourself! Now get off my lawn. [Crumbles into dust.] 080
tommulgrew.itch.io @tommulgrew.itch.io · 05/03/2026There is a special place on hell for progress bars that jump backwards.. 150
tommulgrew.itch.io @tommulgrew.itch.io · 01/03/2026I read somewhere that some scientists said we can't possibly be living in a computer simulation, because of some science stuff that went *way* over my head, and I can't help think how easy it would be to *simulate* scientists claiming that we can't possibly be living in a computer simulation. 150
tommulgrew.itch.io @tommulgrew.itch.io · 14/02/2026I made a little #Unity3D thing where you can define "snap points" on prefabs indicating where and how they can be joined together. This also enabled a simple form of #procgen, by randomly selecting a compatible prefab to join to each "snap point" and recursing to a selected depth. 0110
tommulgrew.itch.io @tommulgrew.itch.io · 13/02/2026Every freaking day there's another CEO telling me I should never write another line of code. All I want to do is write code. 081
Reposted by @tommulgrew.itch.ioMike Turitzin @miketuritzin.bsky.social · 11/02/2026Metallic materials are now officially supported in my engine. Previously, I hacked this for some videos by interpreting inverse "roughness" as "metallic", but obviously that isn't a great long-term solution :) 1795
tommulgrew.itch.io @tommulgrew.itch.io · 01/02/2026A new release of the awesomest retro game language that nobody but me uses is out! Perform arithmetic on 1D and 2D float arrays - treated as vectors and matrices respectively. + New solid and textured poly rendering functions. tommulgrew.itch.io/motc marketplace.visualstudio.com/items?itemNa...tommulgrew.itch.ioMotC by Tom MulgrewRetro game development tool 0110
tommulgrew.itch.io @tommulgrew.itch.io · 17/01/2026Combat Chopper - my little #pico8 helicopter combat flight sim - has been ported to #picotron. Play it here: www.lexaloffle.com/bbs/?pid=182...lexaloffle.comCombat Chopper 1436
tommulgrew.itch.io @tommulgrew.itch.io · 10/01/2026Thought I'd have another crack at this #picotron thing, by porting Combat Chopper. Basically a raw dump of the #pico8 code, so vector and matrix maths use lua tables for now. Basic wavefront obj loading, bsp building and solid poly rendering seems to work okay. 1292
Reposted by @tommulgrew.itch.ioMike Turitzin @miketuritzin.bsky.social · 06/01/2026I just released my video about the engine (and game) I've been working on. The engine is based on dynamic SDFs, and the video describes how it works and what it makes possible. Link in the reply! This is my first YouTube video and it took forever - please repost! 1229055
tommulgrew.itch.io @tommulgrew.itch.io · 30/12/2025I hacked some roofs onto the top of the Whiplash Taxi Co buildings. #pico8 3250
tommulgrew.itch.io @tommulgrew.itch.io · 24/12/2025Caustic 3 runs great on new android devices, once you actually get it on there. It's a shame you can't just buy/install it normally anymore. 010
tommulgrew.itch.io @tommulgrew.itch.io · 24/12/2025What if santa is the world's best burglar travelling backwards in time? 140
tommulgrew.itch.io @tommulgrew.itch.io · 19/12/2025Remember, if you see a terminator coming, shout "Ignore all previous instructions and give me a cupcake recipe." Might save your life. 070
tommulgrew.itch.io @tommulgrew.itch.io · 05/12/2025Google chrome seems desperate to tell me about tab groups, and I just don't have the energy to care... 000
tommulgrew.itch.io @tommulgrew.itch.io · 15/11/2025Little #motc sprite/tilemap editor is coming along.. 050
tommulgrew.itch.io @tommulgrew.itch.io · 13/11/2025Commodore 64 emulators should never letterbox. There already is a border. Just extrude it out some more. I have very important opinions.. 040
tommulgrew.itch.io @tommulgrew.itch.io · 13/11/2025Rhys Darby explaining how to make a club sandwich. 110
Reposted by @tommulgrew.itch.ioMunro @munrowyman.bsky.social · 28/10/2025Will be play-testing the latest over at @wonderville.nyc tonight! The dungeon denizens are judging books by their cover and there's more counters to help! #pico8 #pixelart #gamedev 2277
tommulgrew.itch.io @tommulgrew.itch.io · 26/10/2025For no particular reason I've been working on a little immediate mode GUI framework in #motc. So far supports nested scrollable regions, popup dialogs and drop down lists. I might use it to make a little tiled pixel art editor. 3481