Nino van der Mark
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ninovandermark.bsky.social
Nino van der Mark
@ninovandermark.bsky.social
Child of the living God, father, husband, software developer, literal evangelist and musician.
In doing so, I learned that Godot has a textbox control that supports rich formatting using... drumroll... BBCode!

Not only was this hugely nostalgic, it was also very practical.

#godot #indiedev #gamedev #nostalgia
January 8, 2026 at 9:20 PM
I noticed that running the Mono version of Godot from Visual Studio (which is the only way to hit breakpoints) doesn't show the log outputs anywhere.

So I added a developer console that you can open with the tilde key, so you can look at the logs from within the game!

#godot #gamedev #indiedev
January 8, 2026 at 9:19 PM
Sounds really cool! Will check it out later.

I've been meaning to get back to your gist about streaming ANSI control sequences as a way of squeezing more performance out of writing to a terminal.

gist.github.com/xoofx/a9310a...

Is that functionality in this library in any way?
Bench Windows Terminal with a wall of 24-bits RGB ANSI scrolling chars
Bench Windows Terminal with a wall of 24-bits RGB ANSI scrolling chars - BenchWindowsTerminal.cs
gist.github.com
January 1, 2026 at 10:29 AM
Happy New year!

Have a very blessed 2026. Make something beautiful, even if you're the only one who thinks it's any good. 😁
January 1, 2026 at 12:36 AM
That sounds very cool! Keeping an eye on that for sure!
January 1, 2026 at 12:36 AM
That could actually be a pretty neat premise for a game, that the developer is actively involved in the plot and interacts with the characters. 😁
December 30, 2025 at 11:21 AM
Merry Christmas!

Yes, this sweater jingles. It makes me very happy. 😁🎄
December 26, 2025 at 6:52 PM
Thanks! It's easy to forget she's not a kid anymore, but this helps remind me 😁
December 12, 2025 at 5:30 PM
My daughter suggested she help by creating some 3D models for my city building prototype.

Below screenshot shows off the house model she made in just a few hours. I'm baffled and amazed.

I don't know if it's possible to be more proud as a dad.

#dad #indiedev #indiegamedev #gamedev
December 12, 2025 at 4:52 PM
Reposted by Nino van der Mark
*tears of joy*
A brand-new 12th entry in the Mega Man series is on the way!

Get ready to override your limits as Mega Man: Dual Override gears up for release in 2027! Stay tuned for more updates!

#MegaManDO
Mega Man: Dual Override - Reveal Trailer
YouTube video by Mega Man
youtu.be
December 12, 2025 at 4:06 AM
Reposted by Nino van der Mark
I have never done anything with WASM, so I tried creating a DJ Controller. Drag your own MP3s to either one of the two decks to analyse the tracks BPM and key, and make professional transfers (sort off), everything client side. All analysis are Rust, frontend Angular
github.com/nikneem/wasm...
GitHub - nikneem/wasm-dj-controller: This is an open source DJ Controller of which the audio controls are written using web assembly, with a controlling frontend written with Javascript.
This is an open source DJ Controller of which the audio controls are written using web assembly, with a controlling frontend written with Javascript. - nikneem/wasm-dj-controller
github.com
December 10, 2025 at 3:52 PM
This new version notification does NOT do this change justice, AT ALL.

There's so much redesigning, refactoring and re-balancing in this change, but I clicked through the PR too quickly and only the initial reason for starting that branch remained. 😅

#github #solodev #indiedev #gamedev
December 8, 2025 at 1:01 PM
Reposted by Nino van der Mark
Found Sokol.NET - C# bindings for the Sokol crossplat gfx framework. If you haven't heard about Sokol, it's a C header-only library to build crossplat gfx/audio apps (games). Sokol.NET wraps it for C# (Win/Linux/Mac/Android/iOS/WASM). Tons of samples. Also native AOT: github.com/elix22/Sokol...
GitHub - elix22/Sokol.NET: Cross-platform graphics framework for C# with .NET NativeAOT | Desktop • Mobile • Web | Direct3D • Metal • OpenGL • WebGL
Cross-platform graphics framework for C# with .NET NativeAOT | Desktop • Mobile • Web | Direct3D • Metal • OpenGL • WebGL - elix22/Sokol.NET
github.com
December 8, 2025 at 7:08 AM
It's been a few weeks since I "finished" my short story. Since then I've been rereading it and making small adjustments to the text.

Clarifying things, removing redundancies, rewriting short pieces to make it flow better.

I'll have to learn when that's enough, but it's improving a lot.

#writing
December 6, 2025 at 3:13 PM
I had feared we'd see it no more, very glad to be wrong! 😁
December 3, 2025 at 7:40 AM
When I run Tar locally with the -acvf flags, I get a zip archive that the Windows shell can open. When ran from a Github worker, windows can't open it.

7Zip still opens it fine, so it's not broken, the archive explorer in Windows shell just doesn't like it.

#tar #zip #github #windows
November 29, 2025 at 11:48 AM
Ah, I understand what you mean. You could do something like that if you need to pass scene references around.

I don't have a need to do that, all I wanted was a single entry-point for instantiating scenes that would also cache the loaded scene so a second instance could reuse it.
November 26, 2025 at 2:17 PM
Reposted by Nino van der Mark
a 3d pinball game called space code
ALT: a 3d pinball game called space code
media.tenor.com
November 23, 2025 at 3:19 AM
I tried searching for SceneReference, but I keep ending up on Unity documentation pages, are you sure that's in Godot as well?
November 24, 2025 at 10:54 AM
Since all dynamic scene loading is now centralized, I can cache the PackedScene objects there, so initializing it a second time reuses those.

That might not be the idiomatic way to do that, so feel free to tell me how wrong that is. 😅

#gamedev #indiedev #godot
November 22, 2025 at 4:49 PM
Admittedly, not every solution might be idiomatic for Godot, and it might be a while longer before I'd catch on.

I've created a singleton to encapsulate loading scenes and instantiating them, which is something I do a lot.

#Gamedev #indiedev #godot
November 22, 2025 at 4:48 PM
In this new project, the game 'core' is separate from the Godot classes, where the latter functions as a presentation layer.

The core then raises events when things happen that the Godot part needs to know about, so messages can be shown, sounds played, or anything else.

#gamedev #indiedev #godot
November 22, 2025 at 4:46 PM
I've been working with Godot for a bit now, and I'm really enjoying how the mono/C# version allows me to use patterns that I'm already familiar with in my dayjob.

🧵

#gamedev #indiedev #godot #csharp
November 22, 2025 at 4:45 PM
Reposted by Nino van der Mark
Zork I, II, and III are now open source. Microsoft has released the classic Infocom text adventures under the MIT license! opensource.microsoft.com/blog/2025/11...
Preserving code that shaped generations: Zork I, II, and III go Open Source
Microsoft’s Open Source Programs Office (OSPO), Team Xbox, and Activision are making Zork I, Zork II, and Zork III available under the MIT License.
opensource.microsoft.com
November 20, 2025 at 9:57 PM