Daniel Jenikovský (@DJenikovsky) header
Daniel Jenikovský (@DJenikovsky) profile picture

Custom game-tech enthusiast Part of @AtelierDuchu Software developer

Brno
Joined August 2020
Photo by Daniel Jenikovský (@DJenikovsky)Photo by Daniel Jenikovský (@DJenikovsky)Photo by Daniel Jenikovský (@DJenikovsky)Photo by Daniel Jenikovský (@DJenikovsky)Photo by Daniel Jenikovský (@DJenikovsky)Photo by Daniel Jenikovský (@DJenikovsky)Photo by Daniel Jenikovský (@DJenikovsky)Photo by Daniel Jenikovský (@DJenikovsky)Photo by Daniel Jenikovský (@DJenikovsky)Photo by Daniel Jenikovský (@DJenikovsky)
One more reason to abandon Windows.
Take a deep breath, because we’re about to spill the tea ☕️ Affinity is coming to Linux, it’s in active development, but we’ve got no ETA to spill just yet.
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Public playtest has been open for Gulovacka! Join on Steam. store.steampowered.com/app/4… Information about timing & test details will be shared through steam page. #gamedev #indiegames #playtest #customengine #fps #multiplayer #winter #snow
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Cloudflare down or am I just
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The game is not gonna look like blockout eventually, just saying...
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Object oriented programmers need to listen to Alan Watts more.
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Implemented custom export for grease pencil animation for my game. Simple binary format, with only the necessary data, then recostruct the mesh in the engine. #greasepencil #customengine #animation
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One of the major benefit when using custom technology is that you have the ability to respond to common issues. For example, you spend a day blocking out a level and you find out, that the way you do X is slowing you down. Then it's probbably easier to change than existing tech.
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Some might say that doing your own engine is waste of time. Well, then I guess I like wasting time. #gulovacka #customengine #multiplayer #fps #blockout #leveldesign
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guys, just stop writting crud apps... you can do everything with mysql cli client... or postres equivalent... or sql server equivalent... don't waste your precious time
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"Trying to abstract for usecases you don't have, often results in code that's brittle." often -> most of the time @ThePrimeagen
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Every mid-size Unity project ever...
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seems like the crunch compression is indeed single threaded and/or working on one texture at a time which doesn't seem like a correct thing to do on 16 thread machine...
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Implementation != Integration
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Trying out some basic grease pencil animations. Just line art for now. I guess there are 2 major ways to render this in engine: 1. planes with texture animation 2. flipbook meshes Any tips? #gamedev #indiegame #COMINGSOON #customengine #blender #animation #greasepencil
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Man the compression is rough...
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Really dig theese non-lerped animations. Will see how will they work in combination with smooth particles. #skeletal #animation #customengine #gamedev #indiedev #comingsoon #multiplayer #atthefrozenlake
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