Alexandre
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kooparse.com
Alexandre
@kooparse.com
Working on something that will see the sunlight one day; but we must be patient.
Pinned
“Lost in a surreal and strange maze where nothing really makes sense in the way we know it…” #indiedev #gamedev #indiegames #screenshotsaturday
They say this place is the end of the world, that like life there is nothing after. Only the forsaken came here to lose themselves for eternity. #indiedev #gamedev #indiegames #screenshotsaturday
October 18, 2025 at 1:22 PM
Edgar gazes upon the graves and mausoleums. They say the gods are buried here. Far away from the cacophony of battles fought in their names. Once, he too fought for one of them. The gods have been gone for ages, and only the stones outlast the madness of men.
October 16, 2025 at 4:43 PM
A tangled path without end, and time that seems to have stopped for an eternity. Edgar continues on his way; it has been days that he has wandered blindly through the region of the Mad King...
October 14, 2025 at 1:01 PM
I took a few days to dive into how I could compute indirect lighting in my game, and it was easier than I thought to get a working system. I like the result, it already adds a lot to the scene. But it still needs more work! #screenshotsaturday #gamedev
October 11, 2025 at 10:57 AM
Early this week, I added a few things to the profiler I’m using in the codebase, including sorting, navigating the hierarchy, in the code being able to customize the name of the area, and a visual line display. It’s entirely based on the Iprof runtime code. #screenshotsaturday #gamedev
October 4, 2025 at 2:50 PM
For today, I don’t have much to show; I lost my mind with this spatial grid optimization... pure rabbit hole. In the end, it’s not worth it for mesh culling (at the moment), but definitely worth it for querying the near entities for collision detection and raycasting! #screenshotsaturday #gamedev
September 27, 2025 at 2:29 PM
After a few days optimizing the way I was gathering and sending objects to the GPU, the game is running smoothly again. It’s a relief, also the big step forward now would be to use some spatial grid algorithm, but that’s for another time! #gamedev
September 23, 2025 at 1:03 PM
Painting the ground... #screenshotsaturday #gamedev
September 20, 2025 at 10:35 AM
One of the most insightful articles I’ve come across on implementing a lighting probe system: handmade.network/p/75/monter/...

I’m also open to suggestions for other papers or blogs on this topic. #indiegames #indiedev #gamedev
Engine Work: Global Illumination with Irradiance Probes
Global illumination is one key effect I want to achieve with Monter. For a low-poly style game, G…
handmade.network
September 18, 2025 at 7:51 PM
I’m starting to think of ways to take into account indirect lighting in the game. It would have a great impact on the overall feeling. #indiegames #indiedev #gamedev
September 18, 2025 at 9:56 AM
I definitely want a darker tone for Oleg, but the art direction is still not the priority right now.
September 17, 2025 at 11:49 AM
What has been very hard, and I suppose will remain so for a long time, is finding a way to bring together everything a game is made of into a cohesive whole. #indiegames #indiedev #gamedev
September 16, 2025 at 6:07 AM
The way I like to experience programming is by compulsively molding the code and logic on the fly. At first, it’s always chaotic and messy, I compile and run my program like a maniac, and I like that. Everything will eventually takes its final form naturally. I trust the process for that.
September 15, 2025 at 8:23 AM
At some point, I’ll share more about my experiences with Jai. It’s been my main programming language for the past two years, and it honestly feels like it was designed to match how my brain works.
September 14, 2025 at 10:21 AM
The game I’m currently working on has around 75k lines of code and is written entirely in Jai, Jonathan Blow's upcoming language. #indiedev #gamedev #indiegames #screenshotsaturday
September 13, 2025 at 9:38 AM
I recently worked on the ability to swap scenes in the game, and from there, I ended up adding a new menu. #indiedev #gamedev #indiegames
September 10, 2025 at 2:33 PM
“Lost in a surreal and strange maze where nothing really makes sense in the way we know it…” #indiedev #gamedev #indiegames #screenshotsaturday
September 6, 2025 at 11:23 AM
Recently I added some optimizations though, since the number of samples directly influences the vertex count, it can get out of control fast. So the sample count is computed from the sharpness of the corner angle now. It works pretty well! #indiedev #gamedev
September 3, 2025 at 9:43 AM
A few month ago, I added a nice tool: a spline-based wall editor. Because the game is set in a vast and hand-crafted labyrinth, we needed ways of easily editing it. I wanted a labyrinth that looks sinuous, messy, and chaotic, so smooth curves were absolutely needed. #indiedev #gamedev #indiegames
September 2, 2025 at 5:37 PM
I added the ability to paint the terrain, so now there’s a blend map with four channels. The RGB channels are used to weight the different attached textures, and the alpha channel creates holes in the terrain. #indiedev #gamedev #indiegames
September 1, 2025 at 12:25 PM
To integrate this terrain system to my collision system, I simply convert the position of the player from world space to the terrain’s grid space, cut a small area around it, then reconstruct triangles to test against.
August 30, 2025 at 9:11 PM
Last week, I added a simple terrain editor for my game. The terrain can be molded with a detail density of one meter, and the mesh is divided into 256 smaller chunks for rendering and editing purposes.
August 30, 2025 at 4:32 PM
Reposted by Alexandre
Hey everyone, I’m now offering
Nintendo Switch 2 porting & publishing services
via Ghostbutter LLC – my company here in Tokyo.

Hand-crafted, performance-optimized ports for indie studios.

If you’re looking to bring your game to #Switch2:
👉 ghostbutter.com/porting

#gamedev #indiedev
July 8, 2025 at 11:20 AM
A tiny tip I discovered (shamefully) not so long ago. fomenko.fr/devlogs/comp...
Tip #1: Compare squared distances, not lengths
A vector magnitude is a few adds and multiplies, but crucially a square root; and that last bit is expensive, particularly when you’re doing it inside…
fomenko.fr
August 11, 2025 at 5:52 PM
In our latest article, @ostef.bsky.social shows how we built a graphics abstraction layer to write rendering code just once. fomenko.fr/devlogs/maki...
Making a graphics abstraction layer
For a while we've been writing graphics rendering code twice, for both Metal and OpenGL. I was tired of maintaining two different backends that want t…
fomenko.fr
May 20, 2025 at 2:40 PM