GDTLancer space game

GDTLancer space game

gdtlancer.bsky.social

A multplatform performance-friendly space game by @roalyr.bsky.social Page - https://github.com/roalyr/GDTLancer-game-design Support Ukraine - https://savelife.in.ua/en/donate-en Ukrainian. All russians - DNI. #gamedev #space #indiegame

👤 Joined on 19 July 2023

404

Followers

283

Following

629

Total Posts

📜 Kullanıcı Geçmişi

  • 19 Tem 2023, 17:38
    🎉 Bluesky'e katıldı - İlk kullanıcı adı: @gdtlancer.bsky.social
  • 13 Kas 2023, 00:29
    🔄 Profil bilgileri güncellendi

❤️ Beğendiği Gönderiler

One of the best parts of this gig is doing art approvals and getting art ready for playtesting on the Virtual Map.

Show Post
Sven
09 May 2026 12:13

And now with a compute pass to calculate the debris states every frame. Every object has its own orbit, so the ones farther away move faster as they are in a lower orbit. 🪐 Next up: LODs and frustum culling!

Show Post
Sven
09 May 2026 12:13

Let's move the planetary ring debris fully to the GPU! Today I worked on a proof of concept rendering a million points. Single-precision floating point again makes this harder than it should be. The solution? Use a Taylor series approximation close to the observer, where all the debris is. #gamedev

Show Post
Why485
29 December 2025 17:07

I actually did two this past year. The first was very short lived and was another attempt at making a hovertank, sometimes that I've always found deceptively difficult to get something that felt really good. This project is actually playable: why485.itch.io/hovertanks

Show Post
Why485
29 December 2025 17:07

The other was a pseudo-software renderer. The points/lines drawn and composited onto the screen were handled by sfml using probably OpenGL or something, but everything else (transformations, etc.) was done on CPU. It was a fun little project and I got to write a model exporter/importer too.

Show Post

Select language

Install App

Install App