Marco Lizza ๐Ÿ‘พ

Marco Lizza ๐Ÿ‘พ

@mode13h.dev

Unconventional #swengineer ๐Ÿ™ and passionate #gamedev ๐ŸŒƒ. Working on my ๐Ÿ•น game engine ๐ŸŽฎ, find details @ tofuengine.org Father of a daughter ๐Ÿ‘ฉ and two dogs ๐Ÿถ๐Ÿถ. Music lover ๐ŸŽถ and amateur musician ๐ŸŽธ. Not eating animals ๐Ÿฅ—. Read my blog ๐Ÿ“– @ mode13h.dev

2.2K followers1.4K following1.1K posts

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I'm landing on Bluesky after moving from Twitter/X and investing a few years on Mastodon. I like Mastodon, but I also find it to be "less lively" in the #gamedev context, when compared to Twitter/X. I miss many of the user and their contents and, apparently, they mostly moved here. :)

It's time for Tofu Engine to feature a nice and stylish boot-animation... ... of course I'm ending in creating a declarative-finite-state-machine interpreter and runner... ... over-engineering? Naaa... #gamedev #indiedev #gameengines

I've been struggled months in deciding the "best" name for the class that abstracts the audio sub-system in Tofu Engine. I settled with `Speakers` but never liked that... ... then, four years later, I had an epiphany: `Mixer` is the correct name. At last! ๐Ÿ˜† #gamedev #indiedev #gameengine

By the way, Tofu Engine already supports Mode7-like transformations when moving data canvas-to-canvas. However, Copperlist-like transfer is more efficient for a lot of effects. #gamedev #indiedev #gameengine

One of the (IMO) coolest features of my game engine (namely Tofu Engine) is a copperlist-like programmable cancas-to-vram transfer. Now, I'm adding this feature also to canvas-to-canvas transfer. This will unlock a lot of cool effects! #gamedev #indiedev #gameengine

I know that I'm totally biased, but when working to my game-engine listening to SID music just make the perfect background music... ... what are you preferred artists/tunes of the era? #gamedev #indiedev #chiptune

Almost ready with the vector class in my game engine, fixed here and that, also to optimize the operations. One more step done! I was working on the software renderer and I needed to have a break... :) #gamedev #indiedev #gameengine

Is fixed-point math still worth and useful in 2026? Not as a geneal purpose approach, but when used in some specific (restricted) contexts... definitely yes. Devlog in the making on how I reconsidered its use in my game engine. #gamedev #indiedev #gameengine

I'm currently playing Stellar Blade. Honestly, I nice game, very polished and classy. The Nier: Automata vibes are really nice (I loved Nier, back them). However, the gameplay is so dull... #gaming #stellarblade

I've optimize (yet again) my game-engine's roto-scaler. I'm baffled. Apparently very few information exist online on incremental inverse mapping and half-extent based AABB compuation. Or I'm simply at finding any of it! :D Time for a new devlog... #gamedev #gameengine #gamemath

Reworking yet another piece of Tofu Engine. The Rotoscaler was implemented with a (partially optimized) per-pixel explicit inverse tranformation from the target buffer to the source one. Time to implement the incremental version I have in mind since a while... :) #gamedev #indiedev #gameengine

Working on a SID chip emulator, inspired by Nuked-OPN2 ym3438... just for fun, this is something I wanted to do since... ever. It occurred to me that probably already exists something similar out there. :P Well, let's ear how it works in my game engine... #gamedev #indiedev

I truly hope in a future where the reference platform for gaming is Linux... ... and I try and contribute with my tiny game engine, which is a multiplatform Linux-first project. #gamedev #indiedev #gamingonlinux

Marco Lizza ๐Ÿ‘พ reposted

Showcasing my phone guitar instrument Android app - midi out to your favorite DAW - auto chords (open/ barre/ power/ slash) - looper! - full pedal FX chain - 3 amp cabs - lefty mode,of course - ultra-low latency - very playable for live performing - hex keyboard out next week! #indiedev

Over the course of the last two months, I reworked my game-engine's rendering/graphics sub-system. I took notes during the process. Now the not-so-easy task to reorganize them and put it together... ๐Ÿ˜… A devlog will follow soon enough. I hope. ๐Ÿ˜† #gamedev #indiedev #gamenegine

I need some help from my fellow Pico-8 users out there. Regarding `pal()` and `palt()`, in what order are they conceptually applied? Is transparency applied to the original pixel color, or to the remapped one? #pico8 #indiedev #gamedev

Oh, well... I thought I could just answer this conundrum myself with a small Pico8 snipped. :D And, indeed, the order of operations when drawing an object is TRANSPARENCY and then MAPPING. Transparency applies to the source colors, like expected.

Marco Lizza ๐Ÿ‘พ reposted

Putting up a new pixel art still. Feel free to tell me what stands out to you in the comments! Your feedback means a lotโ€”drop a comment below. #IndieGameDev #IndieGames #PixelArt #GameDev #IndieGame #IndieDev #SoloDev

Marco Lizza ๐Ÿ‘พ reposted

So... ... texture double-buffering and PBO ring implemented. The upload and draw phases of the rendering system are as detached as possible (for now). Now, on to reworking the transparency management to improve performance even more. #gamedev #indiedev #gamengine

Adding both texture double (or triple) buffering AND a decoupling PBOs ring-buffer has proved simpler than expected. No longer CPU x GPU stalls! Yatta! :) #gamedev #indiedev #gameengine

I'm heavily reworking the OpenGL backend of my game engine, once again. I want to squeeze performances and keep my software renderer. :D Current phase: adding triple-buffering, considering PBOs... #gamedev #indiedev #opengl #gameengine

Marco Lizza ๐Ÿ‘พ reposted

thanks for saying y'all like the interface. I *was* a UI artist at minecraft for a year and a half :)

I made a tool that makes retro anime sound effects. Meet AnimeVox! I made it for a game, but it's free to use. I'm using the forgotten (but popular in 80s japan) Schroeder reverb algo, and some wobble. If you find it useful consider supporting me on itch :) castpixel.itch.io/animevox