dazKind
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dazkind.bsky.social
dazKind
@dazkind.bsky.social
CTO during the day, gamedev at night | Killing complexity since 1981.
Since we have an oimo-extension for Cortex now, it made total sense to add support for GLTF_Physics into the mix. Since Cortex uses ECS it all fell into place pretty nicely. Here's a video of it in action <3 :D #haxe #bgfx #gamedev
December 7, 2025 at 3:12 AM
Continuing with my crossplatform, #haxe -based engine, here's a little vid of the Oimo physics integration I just finished.
Apps & Scenes via ECS + Statecharts, the simulation utilizes a forked version of debugdrawer for the debugvisuals. Constantly amazed how much utility u get with #bgfx <3
November 12, 2025 at 6:45 PM
Here's a random fact about cortex' UI system: text blocks can be an illusion, every word a full-blown control/element with events, css styles, transitions & animations and mixed into the flexbox layout flow with other elements 🙈
#haxe #bgfx #gamedev #indiedev
April 27, 2025 at 11:30 AM
Finally added CSS transforms, transition and animation to cortex' UI system. :D
#haxe #bgfx #gamedev #indiedev
April 25, 2025 at 11:04 AM
the engine is slowly taking shape. Especially happy with the resource-management, hot-reloading & included assetpipeline that converts updated source files on the fly for the running build. <3
#haxe #bgfx #gamedev
December 27, 2024 at 11:41 AM
Ok, my UI system is slowly becoming a real beast! Stylesheets now act like resource-packages, keeping track of all their contained assets. Also added everything in relation to font handling. <3
#haxe #bgfx #gamedev
December 8, 2024 at 3:36 AM