bartwerf's profile picture. Gamedev • @StaxelGame • @StarboundGame • Making a new game! • Voxel Sandboxes!

bartwe

@bartwerf

Gamedev • @StaxelGame • @StarboundGame • Making a new game! • Voxel Sandboxes!

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Wow, according to steam stats people have now played over 2,5 MILLION hours of Staxel.. mind blowing...


It makes the easy bits easier and the hard bits harder. That's pretty much my summary of a few months of game programming with ai tooling.


C# language feature request, add .Count overload to arrays that is just an alias to .Length


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The practice of creating a 'vertical slice' makes games shallower because it requires that your game be a horizontal string of content chunks. If your game is a deep mesh of systems, vertical slicing works about as well as on a car engine or a baby.


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Autogame Deluxe is OUT NOW!! 🚗🚓 Get my one button car-wrecking party game here: store.steampowered.com/app/1952450/Au… Please share! ❤️


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Me reading about @Hytale shutting down... ya'll want us to make you a game a bit like it ?


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Incoming transmission: 06.11.2025

LudeonStudios's tweet image. Incoming transmission: 06.11.2025

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Last few hours for the 15% launch discount! - store.steampowered.com/app/1892750/Re…

Let me explain what Regulators is, and meanwhile you try the demo or full game on Steam! store.steampowered.com/app/1892750/Re… #indiegames #gamedev



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SDL3 is officially released! 3.2.0 is our first stable build. Go get it and have a ton of fun with it! github.com/libsdl-org/SDL…


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Announcing Voxile! Voxile is our stunning, ray-traced voxel FPS RPG Survival game where you can explore hand-crafted worlds or build your own! 🌎 Play the demo and become a Kickstarter backer today! Links below 👇


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This is very big because potentially it means people can get back to making indie custom engine games without having to write their own Vulkan+Metal+DX12+console API abstraction.

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Doing something i haven't in a while, writing code to relax and wind down. i missed this.


Indie gamedev is going back to what it was like when i got started, few teams, few publishers, no funding.


After spending a day on a bug... I got it fixed! but i don't know why the fix was necessary... and now wondering if i should spend another day on figuring that part out.. but it was supposed to be a 15min fix originally, so spending another day on it seems wild.


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there's this weird opinion I keep seeing where some people seem to think making a custom game engine is some kind of impossible task for insane people, equivalent to trying to build a space station in your backyard


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