o:tone
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itsdanott.bsky.social
o:tone
@itsdanott.bsky.social
making lofi games in custom engines
using odin-lang | c99 | c++
currently working on a dark medieval stealth game
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Mirror inside a mirror behind a glass reflecting a stained glass (photo)
November 12, 2025 at 4:14 PM
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OUT NOW! Apparatus: Exanimus is now available on Steam!

15% launch discount is active for 7 days!
November 7, 2025 at 4:00 PM
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Couple wips 🏗️
November 6, 2025 at 12:56 AM
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Funding: if your mid/large business uses Dear ImGui - and maybe you are approaching end of year budget/planning etc. - please consider reaching out (PM/email) so I can help you help Dear ImGui !
November 5, 2025 at 8:00 PM
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The chapel was the first visit for the Queen's procession as they ascended Hightown. They prayed for understanding and cooperation between the noble houses, especially during challenging times.
November 3, 2025 at 7:56 PM
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Improved grass now includes the generation of dead/dry leaves 🍂 #screenshotsaturday
November 1, 2025 at 2:34 PM
Today I started integrating github.com/jrouwe/JoltPhysics into the engine.

#solodev #indiedev #gamedev #ps1 #psx #customengine
October 30, 2025 at 4:02 AM
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sleepy merchant chillin' #gamedev #ps1 #psx
October 22, 2025 at 9:21 PM
Improved consistency of quat→euler conversion for continuous editing in editor UI sliders:

Took a while and now uses a relatively robust Yaw-Pitch-Roll (YXZ) rotation order.

Still not perfect but good enough for now so I can tackle gizmo rotation next.

#indiedev #gamedev #psx #ps1 #customengine
October 21, 2025 at 11:44 PM
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It’s a work-in-progress
October 21, 2025 at 8:31 PM
I finally switched to full quaternion based rotations for the entities in my engine
This step might seem trivial, but I was avoiding them for quite some time and kept using eulers angles
For now it only works in ui need to tackle the gizmo next!

Btw the new dagger came in handy as a testing object❤️
October 21, 2025 at 8:14 PM
Tonight's quick photobash modeling:
October 21, 2025 at 5:21 PM
A software rendering renaissance would be an appropriate response to the mess that is the current graphics API landscape.

For lo-fi games performance would not be big of an issue as nowadays we have SIMD and lots of cores.
October 20, 2025 at 4:09 PM
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喰らえ、エルドリッチ・アボミネーション……【FUCK-OFF DEATH LASER!】
October 20, 2025 at 10:27 AM
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this week's transmission: ornate ceilings, neglected floors
October 18, 2025 at 3:13 PM
Finally fixed the shadow map situation - now the maps are only re-rendered if anything has actually changed inside their frustum or if the light source itself was updated.

Also I worked on scaling and rotating entities via gizmo handles. Still pretty basic, but it's slowly getting there.

#indiedev
October 17, 2025 at 12:59 PM
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day & night - City of Suaqar
#gamedev #psx #ps1
October 13, 2025 at 8:15 PM
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"lofi" graphics idea:

render each character & object in right place at right size with wrong FOV/camera-distance for uncanny effect

render each character/object to separate offscreen buffer & blit back to introduce Z artifacts

snap character/object to camera-relative angles for fake sprite effect
October 12, 2025 at 3:59 AM
Apparently, I added a shortcut for duplicating entities to the editor today.

#indiedev #gamedev
October 10, 2025 at 3:00 PM
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store page description: this game is hard
devs in interviews: this game will wreck you
splash screen: prepare to get rekt, idiot

user reviews: 1/5 ITS HARD!!!
October 9, 2025 at 7:51 PM
I don't regret switching from GL to SDL_GPU.
It was quite a journey but seems to be the exact sweet spot between complexity and abstraction to deal with-
imo it's ideal for working solo on cross-platform projects while trying to stay relatively sane in that weird landscape of current graphics APIs
October 9, 2025 at 4:56 PM
So far I was happy that I didn't need to use Xcode on macOS as I could achieve everything via cmake.
But as RenderDoc isn't supported here I was curious to check out Xcode's Metal Profiling tools for the first time today.

A lot to grasp but I really like the matrix vibes of the drawcall visualizer
October 9, 2025 at 4:49 PM
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gallery
October 9, 2025 at 11:48 AM
Today I implemented triangle raycasting for mouse picking that takes the mesh entity's cull mode into account.

#gamedev #indiedev #customengine
October 7, 2025 at 1:57 PM
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big gothic castle in quake from last year. didn't make it for any other reason than I was using it to make new textures and enjoying myself.
October 3, 2025 at 8:19 PM