First day in the new Dallas office today!
We're going to need programmers.
Contact @BitshiftEnt if that could be you.
Minimum barrier of entry, at least for the first couple of hires:
* you know what O(n log n) means
* you play zachlikes for fun
* you're a slightly better programmer than i am
Bitshift Entertainment retweeted
Programmer? We're hiring!
In, or willing to be in, the Los Angeles area?
Want to make an old dos game, but this time it's ray traced sparse voxel octtrees?
Apply via @bitshiftent. Not exactly sure what skills you need. You tell us.
no vibe coders or new-line-{-ers
Bitshift Entertainment retweeted
The current plan for Levers and Chests is to get something extremely early and premature out for early adopter enjoyers to aimlessly meander around in as we painstakingly slowly add content to the game based on player feedback we either listen to or ignore.
Like early Minecraft.
Bitshift Entertainment retweeted
Compute shader based physics enabled particle stress test: passed
I'll get around to working on the ui soon, honest, but particles flying through walls looks too sloppy to leave as is.
Bitshift Entertainment retweeted
Compute shader driven particles.
oh and also the panel there is WIP. I was rewriting the GUI code and accidentally picked up a side quest involving a modular procedural generation framework.
Bitshift Entertainment retweeted
Replying to @StrohObama
And it convinced me we're going to need emissive or translucent materials!
Imagine this thing but less tangible looking!
Bitshift Entertainment retweeted
Replying to @notch @StrohObama
There were all taken in freecam mode, and are very rough still. Mostly just blocking and color exploration for the terrain especially.
Super not final, some of these, heh.
Bitshift Entertainment retweeted
Got intersecting voxels? Why not use the integer taxicab distance from the voxel volume the camera is in to the volume the face is facing as the basis for the depth buffer?
Well, it makes the far clipping plane super wonky, for one.
But it fixes z fighting!
Bitshift Entertainment retweeted
There's a game in here somewhere, we just need to get the dot products right.
Bitshift Entertainment retweeted
Daryl's been working on a raytraced voxel renderer, and when changing it to be rendered from the back facing faces instead of the front (so you can be inside the volume), a couple of really cool glitches showed up.
They're so good I asked permission to share them.
Bitshift Entertainment retweeted
We're looking for a voxel/pixel artist for Levers and Chests.
Please contact @BitshiftEnt if you're in the LA area and are interested in joining the team.
Bitshift Entertainment retweeted
I even have tool tips with transparent backgrounds.
Lesson learned: if you want a dark semi transparent background that actually makes text easier to read, apply the blend in SRGB space, not linear space. In linear space it becomes dark glass.
Bitshift Entertainment retweeted
All the character portraits and inventory icons are AI generated placeholders. All other assets are temporary first drafts. But it's slowly becoming a game!
Bitshift Entertainment retweeted
Oh and the thing I said to let me cook is Levers and Chests, a roguelike roguelite dungeon crawler.
Planned release date: no clue yet.
Bitshift Entertainment retweeted
My last two tweets were about the release dates for the Factorio expansion and the 1.0 release of Satisfactory respectively.
Levers and Chests has no estimated release date yet.
Heck if anything, the two release dates mentioned above will probably delay LaC a bit. ;)
Eventually





















