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Any indie/hobbiest game devs here? Show off what you're working on!

I'd love to see what kind of a game dev community we have here on beehaw and help each other out. Whether you use Unreal, Unity, Godot or even your own engine, let's see what you got!

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  • Here we go, this is the project I made to learn rust. Pardon the terrible quality and lag, that is all that my little laptop can muster. This demo is extremely memory heavy because it's a fully infinite 3 dimensional minecraft-esc thing with biome mixing, super structures, and terrible fancy graphics.

    I set this one to the side because it was waaayy too hard to keep working on. Technical debt hit me fast. But it was a very valuable experience.

    Without screen recording the world gen is much faster since it is multi-threaded and tries to queue up as many as it can for your cpu config, OBS took too much power!

    Now I'm working on a Visual Novel, but all I have done at the moment is like 1/10th of the ideal editing tool I want and a little bit of the prologue script drafted out.

    The real video file was too big for kbin... lemme upload to trash youtube account

    https://youtu.be/ouiFMFw9-oQ

    And here are some much much older projects I did, dating all the way back to high school
    Again, this was all recorded on trash-teir hardware. The real performance was better, just not the recording itself

    https://www.youtube.com/watch?v=_hVb_zR6bxY >>> Old C++ game engine for a 2D platformer, it went through SOOO many revisions, but it was also the reason I completely gave up on C++, the fucking thing kept segfaulting for just the wildest reasons. At some point I gave up

    https://youtu.be/LHOwXgw_pSM >>> In this one I'm comparing my emulator's bad APU to mednafens. It is a 6502 / NES emulator that is entirely run through javascript. It almost actually performed well, but pixel blitting absolutely nuked performance on any browser. This video was showing the godawful APU implementation. I also had a working assembler and iNES rom constructor baked into this thing, pretty cool.

    https://youtu.be/LjuIIsqEsr4 >>> Here is an older version of my Javascript all-3-dimensions voxel thang. This one is completely limited to a small field, has no good graphics, and smells. The real one got a PBR implementation, infinite in all directions generation, and a much better UI. The issue is that it crashes every browser I try it on, it is just too heavy of a workload and it causes a ton of edge-case bugs. Funnily enough it's actually more stable in FireFox.

    https://youtu.be/fx-0qaIU80U >>> This is my oldest surviving project. Don't be scared but, it's a voxel game, in a web browser. This one was programmed in a single file, was duct taped together, had the WORST logic ever. But it somehow still runs when I open it so hurrah?

    That last project was developed on a chromebook and was made in my freshman year of high school. Yikes.

    This only scratches the number of projects I have made and destroyed.
    I have this insatiable lust for the 'new' and I express it by trying to perfect my skrillz.

    Though I still make dogshit code at least I can do it quickly.

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