VoidSrc* (@voidsrc) header
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Game developer. Currently working on Dark Vale, a multiplayer voxel survival game built on the Godot Engine.

Joined January 2025
Atmospheric evening in the Dark Vale. #DarkVale #Godot #gamedev
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I used to be a level designer, so I’m obsessed with making building as convenient as possible. Making medieval buildings in Dark Vale feels buttery smooth. This example was built using just a few blocks, with the right variants selected automatically. #DarkVale #Godot #gamedev
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Dark Vale building showcase: - Octant editing: carve any block into smaller pieces - Mix different materials within a single block - Roof blocks that shape themselves automatically #DarkVale #Godot #gamedev
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Announcing Dark Vale, a grim and hostile world where hope is a light you are afraid to follow. Development has moved to Godot 4.7, carrying over the systems I built in C for Ender Lands. Closed alpha is running now. Much more soon. #DarkVale #Godot #gamedev
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Getting the fire VFX right for Ender Lands was an interesting challenge. I added torches to the game:
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Working on basic material textures for EL: stone, soil, sand, gravel and clay.
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Testing world generation and lighting in Ender Lands. It's still early alpha and the world's pretty empty, but what do you think?
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Trees are in the world generation now, and the sunrises look gorgeous.
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First plains in the Ender Lands. Spent this week improving the procedural terrain generation and completed the first pass of the vegetation. #ScreenshotSaturday
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For the past few months I've been building my own voxel engine in C99 and OpenGL 4.6. I'm really happy with the progress so far and excited to share the first screenshot: dynamic skybox, water reflections, and a render distance that runs fast with no LODs.
It is time to write my own engine in C from scratch and create a game I want to play.
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