Diego Flôor
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diegzumillo.bsky.social
Diego Flôor
@diegzumillo.bsky.social
I'm Diego and I do a bunch of things. Physicist, shitty programmer, game dev
Week 4 project: A proof of concept for a level editor with procedural generation built in, with customizable player movement. So you can more easily design levels for many kinds of 2D games. Links in replies. Made in C with #raylib #gamedev #indiedev #leveldesign #procedural
November 8, 2025 at 7:01 PM
Finished week 3. Made a simple SDF editor with some fractals at our disposal. Done in C with #raylib
#gamedev #raymarching #sdf #fractals
November 2, 2025 at 5:07 AM
Week 2 of my unemployed journey: I built a small tileset toolset. Not a full blown editor, but a couple of useful tools. Done completely in python due to time constraints. Links for article and itchio on replies. #tileset #pixelart #gamedev
October 25, 2025 at 4:49 AM
Week 1: built a real-time AI smart brush for pixel art. Runs in real time, learned some pixel art patterns. The result is weird, interesting, and not quite useful. It fights with you more than watercolor. Less of a collaboration and more like arm wrestling #AI #gamedev
October 20, 2025 at 2:36 AM
Until I get a job, I will work on a different project every week, with the goal of having something as close to finished as possible. For the first week: a smart pixel art brush. The idea is to have a really small neural network that can run in real time.
October 15, 2025 at 11:17 PM
A procedural 4D worm-like creature, passing through our slice of space. It's for the sci-fi flight sim project. #gamedev #raymarch #shader
September 1, 2025 at 5:11 PM
Ah! I uploaded it as image. that's why it wasn't playing.
July 23, 2025 at 4:49 AM
There is an annoying lack of 3d physics libraries in plain C. So I decided to make one myself in my spare time. I'll be releasing this as a single header as soon as I iron out some details. It only does spheres and boxes. #gamedev
July 23, 2025 at 4:16 AM
I recently resumed working on my sci-fi flight simulator. This time I'm using #raylib to get a hybrid of ray marched SDF and polygonal rendering. #gamedev #flightsim
July 16, 2025 at 7:01 PM
Real talk, this Steam review I wrote is underrated.
March 26, 2025 at 5:12 PM
Working on a new tileset. CRT and crisp pixel view. Trying to make a building interior to keep working on the stealth mechanics, which have been somewhat neglected thus far. #pixelart #megadrive
January 20, 2025 at 2:11 AM
I am super excited about this! The Eldritch Monarch will have a brand new demo, and much more developed than the Kickstarter demo, playable on the #SuperMAGFest2025
November 13, 2024 at 1:37 AM
Made a vertical poster #indiegame #solodev #megadrive #art #krita
November 8, 2024 at 10:45 PM
There's an upcoming Indie Retro Homebrew Showcase, and I'm seriously considering resuming development of The Eldritch Monarch now. #indiegame #solodev #megadrive
October 24, 2024 at 9:16 PM
Hey 1k followers! Here's a selection of somewhat relevant projects I work(ed) on. A cinematic platformer for the Megadrive, a raymarcher for a flight sim (custom c engine), puzzle platformer in non euclidean space, a fluid sim that looks neat. #gamedev #solodev
October 24, 2024 at 8:31 PM
Reminds me of this old post that makes the rounds occasionally
September 30, 2024 at 9:59 PM
A snippet of the Kickstarter trailer for The Eldritch Monarch. A game for the #megadrive #segagenesis . The campaign failed, but I might still work on this. #gamedev #solodev
September 26, 2024 at 2:19 AM
This is Apple & Worm: Patching holes on spacetime. A puzzle platformer in a curved and interconnected 2D space. #gamedev #solodev
September 26, 2024 at 2:11 AM
"Software architecture is my passion"
I'm currently studying if it's worth fixing this mess or starting over with an actual plan.
#solodev #gamedev
September 23, 2024 at 7:26 PM
I was #8,202,521!
September 16, 2024 at 10:23 PM
Since I'm too late for the peach trend, here's a Sonic reinterpretation. #pixelart
September 16, 2024 at 2:03 AM
I was showing the progress of my #SPH simulation efforts on X/Twitter before being kicked out. I moved out of the CPU and reimplemented it in compute shader. It's using a double well kernel that I don't know if it's a valid thing people use but creates a nice emergent faux surface tension thing.
September 14, 2024 at 12:01 PM
Here's a video flying through a simple fractal (a custom mandelbrot). I'm pretending there's flight dynamics but there really isn't, I'm just playing around. There isn't sound either so you have to make that yourself, with your mouth "neeeoooowwnn"
September 12, 2024 at 6:59 PM
Videos! Not as convenient as uploading the gif directly, but one step at a time, right? (I know most platforms convert it automatically under the hood)
This is a fluid simulator written in Lua, with Löve. It's a basic Eulerian fluid using a staggered grid. No idea which tags to use here.
September 12, 2024 at 4:40 PM
I mentioned the raymarched scifi flight sim, right? I'm working on a custom engine in C. It has a functional renderer, a crude ECS, etc. The world is rendered with signed distance functions, using a combination of hand made models with primitives and procedural terrain with fractals. #gamedev
September 12, 2024 at 2:29 AM