JeroMiya

JeroMiya

@jeromiya.bsky.social

Enterprise Software Architect, C#, JS/TS, Hobby gamedev. Owner of Sleepy Daddy Software™ (@sleepydaddysoft.bsky.social - not yet actively posting) Maybe some occasional posts about games I like here and there. Kindness and empathy are my core principles

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JeroMiya reposted

Stride 4.4 is out 🚀 With over 3200 commits, this is one of the biggest updates the engine has had in years: • Overhaul of Linux, macOS and mobile support • Brand new shader compiler • Direct3D 12 and Vulkan rewrite • New CLI tool • Improved asset workflow

Super random, but I was taking a look at #scala again after a few years away, and I really like the lighter weight 3.0 syntax. One of my favorite languages. I've always wished Scala could be compiled to .NET.

I got the #godot #pathtracing fork built and working. Testing it now. Obviously the branch is not ready for production currently, but I got very promising results so far with the low-poly style meshes I'm currently making. #gamedev

Teaching myself how to create 3D tilemaps for Godot in Blender. I'm very new at this heh. I can't seem to get the lighting to look very good #gamedev #learning

Heh, this is why I use throw-away projects when learning new things. I've messed something up in the mesh import and now it looks like something from TRON :D

I've been experimenting with #godot Forward+ and SDFGI for some cyberpunky low-poly scenes and thought, "let's compare this to #unity HDRP" but, yeah, you can't create an HDRP project right now. Both "supported" and LTS versions of unity crash when creating HDRP projects lol.

Got a question for all y'all doing indy #gamedev out there: Where can you find music and sound effects assets that are reliably human-made? I'm committed to never putting AI #slop in anything I release to the public, but #gamemusic is just not one of my strengths atm and so much slop is out there

I've basically avoided all asset stores because I can't verify that the assets weren't model generated. That's fine for code, and even for 2D UI and 3D model assets. But music... man, I've spent hours trying to learn, and gotta be honest, I haven't produced anything I like lol.

To clarify, when I say "that's fine for code etc.." I meant I'm fine doing the code and 2D/3D assets myself, by hand lol. the way I phrased it sounded like the opposite lol

The two topics I don't hear anyone selling AI coding services talking about in depth are: model collapse, and intentional model vulnerability poisoning, now able to be done at scale (particularly by state actors who now have their own private unrestricted models to generate poisoned training data)

Here's the thing about model poisoning - once a model is poisoned, it will start to generate more poisoned (i.e. vulnerable) code by users that will then get re-ingested into the everyone's training sets. Meaning when the models start to collapse, they will all converge on those vulnerable patterns.

It's interesting to me the perception of modern retro style pixel art games varies not just by what generation of games you grew up in, but also whether you primarily played PC or console at the time. I myself played console growing up, so I prefer CRT effects over modern pixel art styles.

However, I know many people who either started playing games after the LCD era of TVs or played games primarily on PC or the LCD handhelds - and they seem to prefer unfiltered "sharp" pixel art, which is totally valid, especially if the art was designed for that.

I do wish there were more modern retro style games that leaned into the CRT effect, but ironically I think it generally takes a very high resolution/contrast/brightness display to get the effect truly correct. Some of the CRT filters I've seen in modern retro style games are OK, but not great.

I enjoy watching experts talk about what types of games succeed on #steam, but yeah it makes me sad that my favorite genres are firmly in the "don't sell well on steam" category. But then I remember this is a hobby and I won't need them to sell well to feed my family, so I can make what I want :P

Love this #gamedev article about architecture for #godot. As an enterprise/fintech dev, I've always felt that typical game engine "scripting" is not be very scalable, but I love that devs are indeed applying some of those architecture lessons to games too chickensoft.games/blog/game-ar...

chickensoft.gamesEnjoyable Game Architecture | Chickensoft — Open source tools for Godot and C#If we can make building games easier, we can focus on the hard part: designing them.

Although I have decades of enterprise #programming under my belt, I've really enjoyed learning #gamedev as beginner. One of my early blockers was "I can do the programming part, but not the modeling|music part", but pleasantly surprised at my progress at least on the modeling part.

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One thing I struggled with when #modeling is translating different coordinate systems between #blender and the various game engines (e.g. #godot and #strideengine). One thing that helped is making a simple box model colored with the axis and test imported it into the engines. And I took notes!

Speaking of notes, I recommend taking lots of them especially when you're watching tutorials etc. because often you'll switch around what you're doing or take a break and forget some things, it's nice to have an organized cheat sheet. Here's mine from #lowpoly tutorials in #blender and #godot

Although I have decades of enterprise #programming under my belt, I've really enjoyed learning #gamedev as beginner. One of my early blockers was "I can do the programming part, but not the modeling|music part", but pleasantly surprised at my progress at least on the modeling part.

I don't have any screenshots this weekend to share, just getting back into the groove after a break. BUT, I see all your #gamedev #screenshots and y'all are doing some amazing and inspiring stuff - so many talented people out there!

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I have another vid of the cursed flight controller I tried to create lol, but it's over 60 seconds so I'd have to edit it, I might have to post it later lol, but here's a screenshot

I really like the Stride engine personally. Here are some experiments I've been doing in Stride. This is me testing homing projectiles, turrets, health/death scripts, and particles

Greetings! I'm the owner of Sleepy Daddy Software™ - this account will be focused on #programming, #gamedev, and #opensource. @sleepydaddysoft.bsky.social isn't active yet, but will be for announcements/releases, if any, though I'm currently focused on hobby gamedev/learning. Welcome! #introductions

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