Pedro Nunes
banner
pedronunes.net
Pedro Nunes
@pedronunes.net
"We are dreamers, shapers, singers, and makers. We study the mysteries of laser and circuit, crystal and scanner, holographic demons and invocations of equations. These are the tools we employ, and we know many things."
Good progress with the lighting system. A bit of tidy up remaining, then moving on to making the terrain an actual physics heightfield. #gamedev
November 15, 2025 at 6:09 PM
Got my emotional support cat, I can now sort out the lighting system in my engine.
November 15, 2025 at 1:16 PM
My team has to carry on without me today. I'm afraid there's nothing I can do.
November 13, 2025 at 8:37 AM
Some more fun with shaders :) The shield is coming along nicely. #gamedev
November 11, 2025 at 8:55 PM
Alright, problems for another day. Need to integrate the landscape with bullet for proper raycasting (so the trees are actually on the surface), the instancing is broken (it's meant to be 20x20 trees) and so is the lighting (they should all be lit the same, obviously aren't).
November 9, 2025 at 7:55 PM
Some experimentation with procedural terrain generation. #gamedev
November 9, 2025 at 2:29 PM
Working on some terrain generation with Lux as moral support.
November 9, 2025 at 9:49 AM
#devtober might have ended, but development carries on. Got the initial effect for the shield in place. Also shown is the in-engine shader editor, which allows for pretty fast iteration time. #gamedev
November 6, 2025 at 12:57 PM
Just testing Bluesky's recommended image sizes, as my pixels keep getting squished something fierce.
October 31, 2025 at 7:09 PM
Oops, missed a call to btConvexHullShape::initializePolyhedralFeatures(). Thanks, Claude.
October 31, 2025 at 7:04 PM
#devtober Day 31: Last day of Devtober, deep in engine internals. Adding support for different collision shapes: box, cylinder, sphere, convex hull. Something currently very wrong with the convex hull rendering.
October 31, 2025 at 6:30 PM
#Devtober Day 29: behold, an energy shield! Hum, it will look like an energy shield at some point, trust me, yes.
October 28, 2025 at 7:03 PM
#Devtober day 26: testing out the shield and general proportions of the mech. Will have to remodel the legs for space, I think, but the shield seems promising: it will project an energy field in an arc in front of the mech, protecting it from incoming fire. #gamedev
October 26, 2025 at 7:04 PM
#devtober Day 25: Added threat markers to indicate the location of hostiles; very much necessary when enemies are off-screen. Considering having different chevrons based on the class of the enemy ship. #gamedev
October 25, 2025 at 5:10 PM
#Devtober Day 20: implemented placeholder threat indicators; very work in progress, but it will be crucial for tracking off-screen threats.
October 20, 2025 at 5:54 PM
#devtober Day 17: Not much today as it was heavy on work & family. Got to play a bit with Helix editor, really enjoying it so far. Currently prototyping the threat indicators, which will highlight allies and hostiles around the player. Hoping this will be more immersive than a minimap/radar.
October 17, 2025 at 8:20 PM
#Devtober Day 15: After about two hours of coding I'm now the proud owner of a red square. Who says custom engines don't deliver?
October 15, 2025 at 8:40 PM
#Devtober Day 14: Finally got to the point where the carriers can launch strikecraft.

It's been a fair amount of work, but very happy to see it starting to come together.

#gamedev
October 14, 2025 at 7:30 PM
#devtober Day 12: Adding support for launch waypoints, so mechs and strikecraft can launch cleanly from the carriers. #gamedev
October 12, 2025 at 5:22 PM
#devtober Day 10: Just a tiny bit of dev today, reskinned the carrier in the colour scheme of the Raider faction. Temporary until I model a new one, but enough for prototyping. #gamedev
October 10, 2025 at 5:32 PM
#devtober Day 9: Mostly serialisation code, allowing for the encounters to be defined in JSON. As time goes on the enemy carrier starts going through "tiers" of actions, becoming capable of launching progressively harder waves. Fully modable. #gamedev
October 9, 2025 at 6:06 PM
#devtober Day 7: The bombers, in their most basic shape, are now in-game. Need to write their AI, and make them fire actual torpedoes rather than very slow, very painful bullets.
October 7, 2025 at 7:07 PM
#devtober Day 6: Modelled the Raider Bomber. Low polygon with gradients for textures are proving to be life saver, and far more enjoyable than the PBR approach I was taking before. #gamedev
October 6, 2025 at 6:10 PM
#devtober day 5: added support for weapons having different levels of accuracy and fixed an issue with interceptors not always firing.
October 5, 2025 at 4:38 PM
#devtober Day 4: forgot it was October and that I wanted to participate in this! Implemented tracking for turrets, which allows for the player's carrier to defend itself with its PDCs. #gamedev
October 4, 2025 at 2:40 PM