Roberto
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robertoamaya.dev
Roberto
@robertoamaya.dev
Solo Game developer working on a game/engine from scratch!
Missing this place already
August 18, 2025 at 6:49 PM
Made my own Balatro background
#gamedev
June 24, 2025 at 3:49 AM
May 24, 2025 at 2:30 PM
Current status
May 22, 2025 at 7:49 PM
how!?
April 30, 2025 at 3:55 PM
Ok today I learned to use and/or instead of ifs to save a couple of tokens
April 29, 2025 at 1:27 AM
Any tips for reducing tokens in replicube? I literally have no idea what else I can do and I'm 2 tokens above!

#replicube
April 28, 2025 at 9:44 PM
Old non sense comic I did years ago
April 28, 2025 at 2:42 PM
April 25, 2025 at 7:46 PM
April 6, 2025 at 3:44 PM
Also found this nice cave that looks like the entrance of something you could find in BoTW
March 26, 2025 at 5:06 PM
March 19, 2025 at 3:57 AM
Way more verbose than OpenGL, but slowly getting there.
February 21, 2025 at 9:41 PM
Just got back from a well deserved vacation. Now it’s time to keep porting the engine!
February 20, 2025 at 3:09 PM
Hello triangle in SDL3 GPU API with 100% native shaders for target device :D
There's a lot left to do. I need to improve my pipeline, and of course be able to compile shaders in runtime so I can iterate faster but.. seeing this triangle render first time in new graphics pipeline will never get old!
February 15, 2025 at 8:38 PM
cross compiling is working 😱

My setup: write shaders in GLSL then compile to spir-v and then compile to target if other than spir-v. In this case: MSL for Metal.

I'm totally writing a post or guide for this setup someday since it's non trivial! Specially using MacOS.
February 15, 2025 at 6:25 PM
thank you 😭 I spent around two days to get the dither right.

At the beginning was too bland but then I added some Internal lighting to each face! and that did the trick
February 13, 2025 at 9:17 PM
And I'm still figuring out what to do with them haha for now I'm using it as a final touch for enemies, characters and effects.
February 13, 2025 at 9:09 PM
here we go
February 13, 2025 at 4:14 PM
I just realized that N64 logo colors are the normals 😱😱
February 13, 2025 at 3:58 AM
Hi there :D I was wondering if I could join as well!
February 12, 2025 at 9:14 PM
Now with the official game music!
This is a mix of everything I've learned so far:
Signed distance fields, Vertex + Fragment Shader. Post Processing, Lighting, dithering..
Now that vibe is setup, these are next:
- Port engine to SDL3
- Finish my combat system

#gamedev #indiedev #odinlang #glsl
February 12, 2025 at 8:29 PM
Now we are talking business! I just added a couple of things:
- Hemi + cube face lightning (Basically a SDF circle using UV)
- Sobe edge detection with outline
- updated the dither to a bayerMatrix8x8[64]
- Fake shadows sampling the texture with an offset

#odinlang #glsl #indiedev #gamedev
February 12, 2025 at 4:26 PM
Almost there with Edge detection(Outlines). However, sometimes the faces have the same shade of gray, then the sobel won't detect the edge correctly... perhaps I can also use the normal information somehow?
February 12, 2025 at 3:31 PM
Some sort of dither lighting working now. Needs improvement though! Also, today I'm gonna implement an Edge detection shader so I can outline my 3d shapes! After that, I need to migrate my engine from SDL2 + OpenGL to SDL3 + GPU api. Wish me luck!

#odinlang #opengl #glsl #indiedev #gamedev
February 12, 2025 at 2:26 PM