Tilman Schmidt (@keymaster_) header
Tilman Schmidt (@keymaster_) profile picture

Game developer with a focus on programming. Messing up my sleep schedule since 1am last night. Interested in almost everything. Not from Ghost Busters! (he/him)

Germany/UK
Joined August 2011
Photo by Tilman Schmidt (@keymaster_)Photo by Tilman Schmidt (@keymaster_)Photo by Tilman Schmidt (@keymaster_)Photo by Tilman Schmidt (@keymaster_)Photo by Tilman Schmidt (@keymaster_)Photo by Tilman Schmidt (@keymaster_)Photo by Tilman Schmidt (@keymaster_)Photo by Tilman Schmidt (@keymaster_)Photo by Tilman Schmidt (@keymaster_)
If you like bullethell games, you might like my game Kryce! keymaster.itch.io/kryce #simplejam #luxeengine #gamedev
Tilman Schmidt retweeted
A few hours ago, @rustlang 1.56 was released! 🦀 This version ships with the new edition: Rust 2021! 🐊✨🎊 There's quite a few new features in the new version and edition: 1/17
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hello friends! I am happy to announce that after 10 years of development, my project bespoke synth is finally ready for its full 1.0.0 release on mac, windows, and linux. you can get it for free at bespokesynth.com
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New luxe devlog with lots of progress out now! If you've been waiting to make something with it, now might be your chance to do so - see info in the post :)
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Today's progress: A hook! Only the basics so far, it still needs a bunch of tweaking to make it actually feel good. #7dfps
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One thing that's particularly annoying in this test level is that you slowly lose height. When swinging you can at most reach the same height you started at originally, and there's no other means to gain height.
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Not sure yet whether I want to make the rope have a "pull", so that you can launch yourself with it, and gain speed/height that way. Alternatively I could place ramps in the levels, so you can convert vertical movement back to horizontal movement. An experiment for tomorrow!
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Made a grid shader and accidentally fed in view-space coordinates. Disorienting, but kinda cool? #7dfps #luxeengine
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Btw this is what it's supposed to look like. World space "texturing" is very fun. #7dfps
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What's neat is that the grid lines are generated based on UVs generated in the vertex shader. So if I wanted to _actually_ apply some texture, I could use the same vertex shader and just change the fragment side to read a texture instead.
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I recently got into playing Tak with a friend, and we got annoyed at the standard implementation (playtak.com) - this of course turned into a side project of making my own online implementation :D Still very much WIP, but live now at 🌱tak.garden🌱
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This was an opportunity to learn a bunch about webdev (HTML/CSS and server-side setup), as well as using Rust with WebAssembly for the client-side code. For the curious, the code is at github.com/KeyMaster-/rustak for the game logic, and github.com/KeyMaster-/tak.ga… for the website.
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Btw my new arch nemesis is making a square div based on its calculated height.
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Tilman Schmidt retweeted
As promised, a (mostly) beginner-friendly thread on how to code simple physical simulations like those I've been posting recently.
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Tilman Schmidt retweeted
Photographs I took in Tokyo inspired by Mirror's Edge
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Tilman Schmidt retweeted
for the past six months i've been secretly participating in the Do Not Get Arrested Challenge 2020 mango.pdf.zone/finding-forme…
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Tilman Schmidt retweeted
If you're interested in the tech behind Manifold Garden (specifically the world wrapping, portals, and edge detection), our graphics programmer @ArthurBrussee has made available his talk from @siggraph this year: youtube.com/watch?v=5VozHerl…
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If you like racing games at all, this is a must buy. Just played this an hour longer than intended just to get two curves right and beat a ghost by 0.5 seconds. There's lots of intricate movement to learn, and I've only tried 3 of the cars.
It's been a long road but we're finally here. Inertial Drift is out now on PS4, Switch and Steam! Xbox following shortly. Check out our launch trailer and help us spread the word!
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(P.S. I was doing the story mode city track with the Dragon. Needs a lot of planning ahead to not crash into every other wall, but it feels real good when you get it right)
I actually got it both on switch and PC, and while the switch version is pretty good, it lacks some of the nicer graphical details and seems to chug a little at certain spots. Also, having analog triggers for throttle and break add a lot to the game, so I recommend the PC version