Roberto
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robertoamaya.dev
Roberto
@robertoamaya.dev
Solo Game developer working on a game/engine from scratch!
Made my own Balatro background
#gamedev
June 24, 2025 at 3:49 AM
Way more verbose than OpenGL, but slowly getting there.
February 21, 2025 at 9:41 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
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