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
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
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