Samuel Bouchet
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lythom.bsky.social
Samuel Bouchet
@lythom.bsky.social
Indie video game craftsman @lonestonegames.bsky.social | Creator of A Time Paradox | Crafted in City Invaders and Neoproxima | game programming, shaders, game design, C# and Unity
Check out Neoproxima: https://links.lonestone.games/t-p-b
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October 2, 2025 at 9:48 AM
+1 Pour Neoproxima. @pierrickb.bsky.social, bien que français, s'est plongé dans les méandre de la littérature anglaise pour écrire en anglais en premier lieu. Je crois qu'il n'en est pas ressortit en 1 seul morceau d'ailleurs 😁(mais pas sûr que ça soit lié uniquement à l'anglais).
April 26, 2025 at 7:45 AM
Serializing/loading/saving/networking previews on top of isolating the preview system complexity. Also in that context the state of the preview can be as simple as a list of serialized commands.
April 22, 2025 at 9:38 AM
Even without a state listening approach I'd suggest considering previews as diffs and to be part of a main state for that complexity reason. In a data oriented approach, everything is data!
April 22, 2025 at 9:18 AM
You'd use a dedicated "CalculatePreviewCommand" to write that preview diffs state rather that implementing dedicated logic to dispatch the previews.
It put complexity where it belongs (a preview command) and keeps the controller simple.
April 22, 2025 at 9:18 AM
In the state listening approach you'd see previews as "diffs" from state A to state B. The diffs list itself would be dedicated part of the state… that you can listen to (without complex subscription handling: just 1 state reference).
April 22, 2025 at 9:18 AM
A variant I use is to have the UI/VFX listen to the state instead of the commands. It makes it possible to load any state and have the game display the right informations without having to maintain an initialisation script or have a command replay logic.
April 22, 2025 at 8:24 AM
Nesting ContentSizeFitters + LayoutGroups can quickly become performance intensive. If you ever find yourself struggling with perf (I did for mobile targets): a dedicated specific script to dynamically resize and layout your content is often easy to write and only leverage the complexity you need.
January 29, 2025 at 8:00 PM
Gamedevs, post your first shipped game and your latest shipped game.
December 16, 2024 at 8:39 AM
It showcases the awsome
- Tinkstate# by @nadakoster.bsky.social,
- DOTween by @demigiant.bsky.social,
- UniTask by @neuecc.bsky.social, and
- Odin inspector and validator by Sirenix (no bsky account?)

I use those tools in production and I love them:🤩🤩🤩🤩. See usage examples in the article!
December 13, 2024 at 1:02 PM
Also I blogged a few gamedev entries related to the game implementation :
- Unity canvas strategies samuel-bouchet.fr/posts/2024-1...
- Input system workflow samuel-bouchet.fr/posts/2024-0...
Unity UI Canvas Strategies using Expand
Having the UI react properly to different resolutions can be challenging. This article describes the strategies we use in our productions at Lonestone Studio.
samuel-bouchet.fr
November 28, 2024 at 4:06 PM