Mason Remaley
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masonremaley.bsky.social
Mason Remaley
@masonremaley.bsky.social
Independent game developer, board member on the Zig Software Foundation. Shipped Way of Rhea, working on something new. 🏳️‍🌈

The good stuff goes to my mailing list, follow me there instead:

gamesbymason.com/newsletter/
🔗 June Links - Wolfire vs Steam, Indie vs AAA, What Does ‘Content Creator’ mean anyway?

#gamedev #indiedev

gamesbymason.com/devlog/2025/...
July 10, 2025 at 5:23 AM
June 11, 2025 at 6:05 AM
June 11, 2025 at 6:05 AM
While I have you, here are some more cool Voronoi patterns:

#gamedev #indiedev #shaders
June 11, 2025 at 6:05 AM
There’s a problem if you want to use this to draw colored cells though. There’s no antialiasing!

#gamedev #indiedev #shaders
June 11, 2025 at 6:05 AM
Voronoi noise is really fun, and surprisingly versatile.

#gamedev #indiedev #shaders
June 11, 2025 at 6:05 AM
As part of my shader library, I've been playing with Voronoi Noise and Voronoi Diagrams.

#gamedev #indiedev #shaders
June 11, 2025 at 6:05 AM
Perlin noise + fractal brownian motion for the fire, plain perlin noise for the wind #gamedev #indiedev
June 9, 2025 at 10:07 AM
SDFs + Noise #gamedev #indiedev
June 7, 2025 at 10:56 AM
SDFs are also fun #gamedev #indiedev
June 7, 2025 at 10:41 AM
Playing with noise #gamedev #indiedev
June 5, 2025 at 3:50 AM
🎂 Also, this May marks Way of Rhea's 1 year birthday!

To celebrate, I released the original sound track, added an infinite mode patch, and put the game on sale for 50% off in the @puzzleshowcase.bsky.social :)

store.steampowered.com/app/1110620/...

#gamedev #indiedev
May 29, 2025 at 7:49 PM
📅 May Links

I'm doing a new thing where I share my favorite links at the end of each month on my site, you can read May's links here.

#gamedev #indiedev

gamesbymason.com/devlog/2025/...
May 29, 2025 at 7:49 PM
In the past, it was common for developers to self fund the development of a vertical slice, and then send it to publishers in the hopes of securing funding to develop the full game.

#gamedev #indiedev
May 10, 2025 at 2:40 AM
🌴 What I Learned from Staying Inside

Chris Zukowski holds an online conference "Staying Inside" on game marketing every year. I wrote up some notes.

Multiple speakers touched on a shift happening in game funding that may be of interest even if you aren’t looking for funding...

#gamedev #indiedev
May 10, 2025 at 2:40 AM
For hot paths you could could manually check the generated code, but if you’re trying to analyze your entire program you’re going to want a profiler.
April 23, 2025 at 2:29 AM
If you sign up for my newsletter, I’ll send you regular writing covering:
* Game design
* Game marketing on Steam
* Updates on my open source game engine in Zig
* Links to worthwhile articles on game dev from around the internet
April 21, 2025 at 12:21 AM
If you try to extend this to my empirically tested range, it 'mostly' works but there are some divergent points represented by the dashed black lines here:
March 3, 2025 at 4:45 AM
You can then overlay |y - 1| < |x - 1| to find the areas where the approximation brings you closer to 1 rather than further:
March 3, 2025 at 4:45 AM
If you define f(x) to be the approximate normalization and graph it, you get this:

#gamedev #math
March 3, 2025 at 4:45 AM
It turns out most CPUs have a hardware instruction for approximate inverse square root now (e.g. on x86 it’s rsqrtss.) I’m not aware of any languages with platform independent intrinsics for this operation, but here’s a quick Zig snippet that will generate the instruction if your target supports it:
February 28, 2025 at 3:31 AM
This function isn’t magic–it’s just the tangent line of y = 1/sqrt(x) at x = 1. You can evaluate it in one instruction if your target supports fused multiply add:
February 28, 2025 at 3:31 AM
Looks pretty bad right? Try zooming in.
February 28, 2025 at 3:31 AM
Floating point division is slow, and square root is slower. What if I told you that you could approximate 1/sqrt(x) as y = -0.5x + 1.5? #gamedev #indiedev #math
February 28, 2025 at 3:31 AM
It turns out, this was originally an optimization for the ActionScript stack machine–I guess everyone else has just been uncritically copy pasting these functions into other languages for the last 23 years. :)
February 26, 2025 at 11:10 PM