tiny galactic games ๐ŸŒŒ (@tinygalactic) 's Twitter Profile
tiny galactic games ๐ŸŒŒ

@tinygalactic

An independent game studio led by @xewlupus. Working on NIGHTSHIFT GALAXY Join our Discord!
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linkhttp://tinygalactic.com calendar_today04-10-2023 18:46:46

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Max! (@xewlupus) 's Twitter Profile Photo

Gamedev Streaming resumes _tomorrow_ at noon, PST. Thinking of doing a demo of the "scaffold" tool I've been making for level design, and maybe a little lecture of scene geometry in 3D. #indiegamedev

Max! (@xewlupus) 's Twitter Profile Photo

Yesterday I streamed a bit breaking down the benefits of Scaffold, my level-editor-within-a-level-editor, and I think the material is interesting enough to write up a long-form article about it: youtu.be/RDZPNKNbJYc?siโ€ฆ #screenshotsaturday

Max! (@xewlupus) 's Twitter Profile Photo

Update from yesterday's stream -- the Scaffold level editor is now generating nav-data for AI-pathfinding in addition to blockout wall collision. #screenshotsaturday

Max! (@xewlupus) 's Twitter Profile Photo

I'm blogging again, baby! Breakdown of the motivations and inspirations for my new level editor, Scaffold: blog.littlepolygon.com/posts/scaffold/ #IndieGameDev

Max! (@xewlupus) 's Twitter Profile Photo

Mathy followup -- Decomposition isn't the only way to extract convex features from geometry -- another is Reparameterization. E.g. for spline-regions I do navigation in a "locally convex" coord-space using the distance-along-spline and offset-from-closest-point. #indiegamedev

Mathy followup -- Decomposition isn't the only way to extract convex features from geometry -- another is Reparameterization. E.g. for spline-regions I do navigation in a "locally convex" coord-space using the distance-along-spline and offset-from-closest-point. #indiegamedev
Max! (@xewlupus) 's Twitter Profile Photo

Sorry, no stream today, just debugging which doesn't make for good theater, haha. Here's some behind the scenes stuff, though: I mathed-out "insetting" the links between navigation volumes, so that pathfinding units don't "cut corners" all the time. #indiegamedev

Sorry, no stream today, just debugging which doesn't make for good theater, haha.  Here's some behind the scenes stuff, though: I mathed-out "insetting" the links between navigation volumes, so that pathfinding units don't "cut corners" all the time. #indiegamedev
Max! (@xewlupus) 's Twitter Profile Photo

Apologies ๐Ÿ™ There was no stream last week for a wedding, and no stream this week because I have another commitment. I'm going to try and plan things out more so that we can get back on a regular schedule next week.

Max! (@xewlupus) 's Twitter Profile Photo

I now have the beginning of a surface-style inspector in my level editor, and all it took was a mere 1,000 lines of code ๐Ÿ˜ญ

Max! (@xewlupus) 's Twitter Profile Photo

Scaffold Stylization update -- I'm not just texturing quads, but spawning "panel" meshes and using planar boolean-cuts to trim them to fit, form nice corner-joins, etc. #indiegamedev

Max! (@xewlupus) 's Twitter Profile Photo

Small quality-of-life improvement in the level editor -- surface styles are now propagated when extruding/bridging/subdividing new geo. #indiegamedev #screenshotsaturday

tiny galactic games ๐ŸŒŒ (@tinygalactic) 's Twitter Profile Photo

Talking a bit about the "grid tool" I've been making for authoring tile-like surfaces, inspired by the sets in Zone of the Enders. The ultimate goal is to make destructible environments youtu.be/Zm7ZJTxEfmI?siโ€ฆ