Jille
jille.dev
Jille
@jille.dev
Software engineer #iosdev
Currently giving #gamedev a try in my free time, which is what most of my posts are about.
Slightly nostalgic about release notes being exciting, and something you worked towards with the team. Every few weeks you’d sit down and write about what you built.

I figure CI systems with build trains were probably the nail in the coffin for that practice 😬 #iosdev
September 28, 2025 at 7:41 AM
Dev updates on the MMO have been a bit slow because I’ve been absorbed by POE2. It’s been crazy fun!
February 12, 2025 at 11:39 AM
I’m in talks with people about starting a band again 🤞 I’ve missed making music (yes, a post that’s not about gamedev, unbelievable right? 😅)
February 12, 2025 at 11:37 AM
I've been looking at @yarnspinner.dev for the dialogue system in my game, which seems pretty intuitive so far. But first I'll outline some of my requirements. My initial idea was to have backend control the dialogue options (based on ex. quest progress), but this seems a bit unintuitive.
February 3, 2025 at 9:58 PM
NPCs now optionally have wander ranges! I got a bit tired of seeing them so static in the world, but this was also me procrastinating on implementing a dialogue system 😅

#gamedev #unity #golang
February 2, 2025 at 8:36 PM
I was looking for a starter pack with Dutch/NL-based game devs, ended up making one, and then found this! A great place to start if you want to stay up to date with game devs in the Netherlands 🇳🇱 🚲 🌷 #gamedev #nl
go.bsky.app/Pu9AaXq
February 2, 2025 at 12:35 PM
Interaction now moves the player close to the "Interactable" (NPCs in this case), rather than attempting to path to their exact location (and failing to do so 😅).

NPC information is now also fully driven by the backend. Next up is making these interactions actually do something ;) #gamedev #golang
February 1, 2025 at 10:08 PM
100% this, it’s been nice to get my gamedev and iOs dev fix again on my commute 😅
It is GOOD to have my gamedev feed back again.
January 27, 2025 at 6:03 PM
Finished the integration of NPCs on the backend. Their info & position now comes from a network packet. Next up is giving them an instance of their own class on the backend, which will take control of their AI (if they're not stationary) and handle dialog options/quest progression. #gamedev #unity
January 25, 2025 at 5:08 PM
I'm currently working on the tooling to create/configure NPCs through Unity, and then export the information for use on the server. So I'm using Unity as a sort of "content management system" for the game, but ultimately the server will remain in control of whether NPCs are shown. #gamedev #golang
January 22, 2025 at 9:37 PM
Meet Herbert! He's just a capsule now, but he has some interaction options that might prove useful in the future 😉

The next step here is to make this networked: introducing the packets to facilitate interaction. I'll start by moving the player character in-range of the object/NPC. #gamedev #unity
January 19, 2025 at 10:49 PM
Tomorrow it's time to lay the foundation for this task: NPCs 🤖

The first goal is to add NPCs that you can interact with through dialog, as that will be the first step towards building a narrative in the game. Exiciting! 🎉 #gamedev #golang
January 17, 2025 at 10:03 PM
I just spent 30 minutes debugging why my character was walking through the terrain only to realize I hadn't re-baked my NavMesh. I need a script that bakes the mesh, exports it and uses it in my local server config 😅 #gamedev #golang
January 17, 2025 at 9:48 PM
I got a little bit tired of the clunky character controller and the debug texture, so I spent some time playing around with camera movement and terrain painting. #gamedev #unity

Now back to actual game mechanics :)
January 17, 2025 at 7:09 PM
Fun bug: movement on tight corners stutters because the next point is closer to the character than its movement speed per tick.

I'll try to fix this by having a movement budget that is consumed while moving, so navigation can traverse multiple nodes if they're close together. #golang #gamedev
January 16, 2025 at 7:33 PM
Today I migrated all of the new navigation code to fit into the pre-existing server architecture. A lot less exciting than what I've been doing the past few days, but it feels really good to work in a clean codebase again 😅 #gamedev #golang
January 15, 2025 at 9:52 PM
So far I'm pleasantly surprised at how well the Navmesh on the server works! Here you can see it handle navigation in "structures". This is something I wanted to solve because ideally I'd like to be able to use verticality in the design of some dungeons. #gamedev #unity #golang
January 14, 2025 at 9:26 PM
Breaking my mind on running navigation for my Unity navmesh in my golang backend 🥲 When/if I get this to play nice I’ll write an article and submit some PRs to documentation 😅 #gamedev
January 12, 2025 at 1:01 PM
Today I’ll be giving the AppIntent framework and shortcut automations another look for a side project I’m working on. I’m trying to build an Intent that conditionally opens the app, which seems possible with SiriKit but I haven’t yet found a way to achieve it with AppIntents. #iosdev
January 9, 2025 at 5:53 PM