Fatal Exit

12.2K posts

Fatal Exit banner
Fatal Exit

Fatal Exit

@FatalExit

Creator of various multimedia for 10+ years. Finished 50+ gamejams. Gamedev, musician, wrangler of pixels and mangler of sound. ND. Never growing up.

Cork, Ireland Katılım Haziran 2013
4K Takip Edilen2.3K Takipçiler
Fatal Exit
Fatal Exit@FatalExit·
@bridgemindai Not really a competitor if their ludicrously priced sub to even try it isn't even available in half the world. I respect your grind, some of your youtube thoughts and overviews, and I was curious to see if a grok tool would finally drop but this ain't it chief. 😁
English
0
0
0
6
BridgeMind
BridgeMind@bridgemindai·
xAI just dropped Grok Build. Their agentic CLI for coding. I just bought SuperGrok Heavy to test it. The AI coding wars just added another player. Claude Code. Codex. Gemini CLI. Now Grok Build. Running it through real vibe coding workflows today. If Grok 4.3 can ship production code through its own CLI, this gets interesting fast. Full review coming soon.
BridgeMind tweet media
xAI@xai

An early beta of Grok Build, an agentic CLI for coding, building apps, and automating workflows is now available for SuperGrok Heavy subscribers. Through this early beta, we will improve the model and product based on your feedback. Try it at x.ai/cli

English
34
5
171
12.7K
Fatal Exit
Fatal Exit@FatalExit·
Hit a wall with the port of TRISTIS MACHINA, backported some stuff to the OG #pixijs version now it's at it's best so far, hoping to get it setup that you can share your own levels with your friends on @wavedash and compete on each other's leaderboards! #gamedev #indiedev #1bit
English
1
2
10
204
Fatal Exit
Fatal Exit@FatalExit·
@25THPRMR Sad I missed this, yea that is textbook z fighting. Worth considering when building 3D games when anything is overlapping closely. It's why many games paint textures on terrain rather than a textured mesh layer as a separate mesh on top, & any mesh on top protrudes to avoid this.
English
1
0
1
12
25TH
25TH@25THPRMR·
first of all, thanks to everybody that offered ideas on how to fix this godforsaken flickering issue. i finally fixed it and i’m going to explain how and why below 👇 this bug took 20 turns to fix. 20 almost wasted sessions. what was happening? floors flickered when the camera moved. close floor looked blue, far floor looked normal. when stationary, no flicker. on motion, full shimmer. versions 1.17.0 through 1.17.20 had me dragging my hair. ———————————————————- things i tried but didn’t fix it; - anisotropic filtering on textures (didn't fix it) - polygonOffset on every flat surface (made it worse) - logarithmicDepthBuffer (broke the player halo, reverted) - reverseDepthBuffer (three.js didn't expose it on my GPU) - removed window frames from building textures - removed hub marker meshes (12 transparent overlays near spawn) - removed boardwalk plank gaps + concrete seam lines from textures - water planes from transparent → opaque changed scene background from cyan to neutral gray - changed HemisphereLight sky color from cyan-blue to warm white (genuine improvement but not the root cause) ——————————————————— so what did i do? i built a debug tool instead. the beautiful part about building anything is the ability to build tools to build the things you’re trying to build. get it? i made F10 in-game open an inspector. it raycasts from my mouse cursor every frame, lists every mesh within 3m of the hit point, flags any pair within 50mm of Y as a z-fight candidate (red), and flags any transparent mesh as a sort-thrash candidate (orange). click-to-lock so i can orbit the camera while inspecting. then i made F12 dump everything to console. took an hour to write and was immediately useful. and after that, found the actual cause, found in 10 minutes: COPLANAR PAIR Z-FIGHT CANDIDATES patch-downtown-60,-20 (y=0.027) vs patch-suburbs-0,-20 (y=0.027) ΔY=0.000mm zero millimeters. ——————————————————— there are a couple of guys who suggested this may be the problem but i couldn’t narrow down the exact figures. (thanks a ton guys) the inspector caught two of my district patches at the EXACT same Y with overlapping XZ footprints. i'd designed the PATCHES array as 115m-wide ground patches placed at 60m spacing. that means every adjacent pair overlaps by 55m. across 9 patches that's a massive overlap network covering most of the explorable map. every overlap zone was z-fighting at identical Y. i couldn't find it because i was hunting ONE PAIR. it wasn't one pair, it was the entire patch grid fighting itself. the fix was tiny: stagger each district by 2mm in Y. visually invisible, ~800× the depth buffer precision threshold at near=0.5. no more z-fight. ——————————————————— lessons learnt? when "obvious" fixes don't work, the bug isn't where you think it is. stop guessing and instrument. a 30-line debug tool that auto-detects the failure pattern beats 20 hand-crafted theories. build a tool that finds the bug is a real lifesaver. one thing i noticed is that coplanar surfaces at identical Y will z-fight regardless of how careful your texture work, lighting, or transparency setup is. always check geometry before pixel-level fixes. i hope this helps somebody out there. that’s the whole reason for this lengthy text.
25TH@25THPRMR

help, somebody? i’ve been trying to fix this flickering mess for more than 48 hrs now this is the part i hate. over 10 different rewrite attempts and still unable to read the issue if this turns out to be a minor fix i’m going to walk into a wall so help pls? any #gamedev ?

English
3
0
9
159
Fatal Exit
Fatal Exit@FatalExit·
@wavedash This! Has been so fun to see my aging parents try my wavedash games in a way I always felt less safe about sending them itch links etc lest they got sidetracked into something shady.
English
0
0
5
34
Wavedash
Wavedash@wavedash·
Any person in your life can easily play your game on Wavedash. Upload it and send them a link. There are no additional steps to explain. Nothing they need to learn or install before playing.
English
3
1
15
269
Fatal Exit
Fatal Exit@FatalExit·
@phaser_ @PixiJS @defold @wavedash And I aim if I can actually turn this into a sustainable career to pay it back to many of the tools and platforms that are nurturing the future of brilliant web games. If things are looking more positive in the coming months/years would love to become a github sponsor of all!
English
0
0
2
49
Fatal Exit
Fatal Exit@FatalExit·
@phaser_ @PixiJS @defold @wavedash I'm not looking to compete with the market on steam, I am betting for a future where the web has significant market presence for both desktop and mobile users. Wavedash is already democratizing making great games for the web.
English
1
0
1
55
Fatal Exit
Fatal Exit@FatalExit·
Followup on my recent chaos. Sorry it's been a lot! My ideal tech stacks for the coming months will be as follows: @phaser_ @PixiJS and @defold I plan to spend time with all 3 for different projects, learn them better and focus on making good webgames for @wavedash with all! 💛
English
1
0
2
89
Phaser | Game Creation for Everyone
Hey, @FatalExit. Apologies for missing "Draft Punks" in our original post and video! The ranking image only showed the top 10 and that threw us off. Totally on us. A #1 in Audio deserves to be in the spotlight, so we've updated everything 🎧🙂
English
1
0
4
213
Fatal Exit
Fatal Exit@FatalExit·
@kantallive @wavedash Sadly I can't release games on steam due to @valvesoftware deciding I am not a valid person even tho I support hundreds to thousands of indies and buy their games and actively use the account. Maybe someday!
English
1
0
0
20
Fatal Exit
Fatal Exit@FatalExit·
@d954mas Congrats dude! Amazing result in the wavedash category too, was one of my favorite games in the jam! 💛 You've inspired me to try learning @PixiJS
English
0
0
2
16
Fatal Exit
Fatal Exit@FatalExit·
After looking through things more, reasearching positives and negatives, reading wavedash docs etc, @PixiJS might well be the next stop on my journey for a homebase for my web gamedev post GDJS jam. Never used it in the past but feels like now is a good time to tinker!
English
0
0
5
160
Fatal Exit
Fatal Exit@FatalExit·
Trying to quantify if either: A - For some reason they didn't think I used phaser. It's in the repo, in the metadata of the game, and earlier the day they posted this they retweeted my post with my result. B - Are so poor at math that 11!<13... Gutted... phaser.io/news/2026/05/g…
Fatal Exit@FatalExit

Failure me wishes I hadn't bothered with my last jam even with great result , wavedash prize, my unrelated game folks liked even more or any other success. Having your achievements alternate-historied out of existence by a software creator you love and support hits different.

English
0
0
1
93
Fatal Exit retweetledi
Ironfields
Ironfields@IronfieldsRTS·
I’m a solo dev making an RTS where you don't build a base — you take it. Capture buildings, secure your lines with towers, and push through constant enemy pressure. Inspired by games like State of War. Check out the trailer and wishlist on Steam: store.steampowered.com/app/4700280/Ir…
English
18
38
361
17.2K
Fatal Exit
Fatal Exit@FatalExit·
Failure me wishes I hadn't bothered with my last jam even with great result , wavedash prize, my unrelated game folks liked even more or any other success. Having your achievements alternate-historied out of existence by a software creator you love and support hits different.
English
1
0
3
319
Fatal Exit
Fatal Exit@FatalExit·
Sadly it just doesn't work for my current worfklow, I fight all of the editor based game engines because of the way I work and end up frustrated, Unity, Godot, Gamemaker. Lately gravitated more towards Phaser, Bevy, DragonRuby etc. Defold is a wonderful engine but not for me rn!
Fatal Exit@FatalExit

Should I make my next game in @defold ? Only thing putting me off is am a little worried about configuring the java dependencies for CLI building like I am used to (I love to make custom tooling and scripts for deployment, and prefer that to the built in editor tools in engines).

English
1
0
2
173