Winterpixel Games

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Winterpixel Games

Winterpixel Games

@winterpixelco

ROCKET BOT ROYALE: https://t.co/IoZvd5LwJk GOOBER DASH: https://t.co/8jKYmvWJow DISCORD: https://t.co/WeIqZkdA2P

Saskatoon, Canada เข้าร่วม Eylül 2020
743 กำลังติดตาม684 ผู้ติดตาม
Matt
Matt@MattSalsamendi·
send cpus please
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Mario Zechner
Mario Zechner@badlogicgames·
submitted it myself back when i wrote it. zero traction. like all self-submissions.
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Winterpixel Games
Winterpixel Games@winterpixelco·
@MattSalsamendi WebRTC? nice to see other gaming platforms use this! Got any time to chat and geek out? Didnt know u guys were vancouver based, we're based in sask btw!
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Matt
Matt@MattSalsamendi·
We built 40 multiplayer games, generating $1M in revenue and 30 million YouTube views in 12 months. Today, we're opening up our tools. The world's first programming language built for multiplayer game development: With CSL, you no longer consider the client/server boundary, replicating game state, or client-side prediction. Instead, you write your game as though it were single player: 1. The client and the server both run the same code every frame. 2. The server is authoritative and replicates diffs of its memory over the network to clients to correct for divergence. If you're a game developer, this is a dream come true. You get smooth client-side prediction, server authority, with no extra code. Plus, you can hot-reload and rewind while playing. If you're a vibecoder this removes context overhead when working in multiplayer codebases. In Luau/C# codebases, we found the majority of the bugs models introduced were because of misunderstandings in where code was being executed and how state should be synced as games became more complex. Codex and Claude Code with the CSL skill can one-shot complex multiplayer games that can be shipped to the world with a single click. The All Out Editor: Our editor will feel familiar to developers with Roblox or Unity experience, but includes features designed to dramatically accelerate world creation: - 250,000 high-quality human-authored assets. Generate your own or remix existing ones in seconds. - Built-in tile editor, terrain painting, and map prefabs. - An epic MCP for world building, scripting, and testing. The All Out Platform and Community: We've built a community of hundreds of thousands of players with 30,000+ playing each day and our first third-party game developer selling $6,000 of game passes in one month. We handle servers, matchmaking, data persistence, and social, and you can monetize with in-game products and revenue sharing. The team is cracked and we're shipping daily. If you'd like early access to the dev platform, send me a DM with your All Out username.
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Winterpixel Games รีทวีตแล้ว
TheStarPhoenix.com
TheStarPhoenix.com@TheStarPhoenix·
Inside Soccer: Saskatoon wins master's gold as club nationals play begins #yxe bit.ly/48PwI16
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Winterpixel Games
Winterpixel Games@winterpixelco·
@raysan5 Also it doesnt cost anything as you would use the free tier. So its just a matter of getting the cloudflare account and updating your DNS entry for your domain. Your dashboard will look something like this: blog.cloudflare.com/a-new-look-on-…
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Winterpixel Games
Winterpixel Games@winterpixelco·
@raysan5 Honestly. A real easy way is the just setup cloudflare DNS. if you proxy through cloudflare you'll also see a few benefits and their dashboard for web requests is honestly pretty good. Can keep the page hosted on github pages.
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Ray
Ray@raysan5·
Question for web experts: Is there any simple way to measure raylib webpage visits (static web)? In a GDPR-compliant way? Avoiding annoying messages? 🤔 raylib.com
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COLT
COLT@COLTRBR·
@winterpixelco please make the Limited Time Game Modes (such as Low Gravity) count as Solo Wins and Games Played on the profile. 🙏Also loving the work y'all have been doing! 💕
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Winterpixel Games
Winterpixel Games@winterpixelco·
@vaxryy @ChShersh Weak can ref a unique - THIS! I have no idea why this owenship pattern isnt available in stdlib. A single strong 'owning' pointer, and any others can be weak. I almost never want shared_ptr and 99% of the time want the above model.
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vaxry
vaxry@vaxryy·
A few key improvements: - Weak can be directly dereferenced with -> - Weak pointers stay valid in ~dtors, but can no longer be locked, allowing you to do cleanup with the pointer still intact - Weak can ref a Unique - No Atomic by default (less overhead for single-threaded contexts) The key improvement is validity in a ~dtor, which is a notable PITA in STL. Without disallowing a .lock() inside a dtor, you would essentially resurrect an object, which is bad. However, since STL's weaks cannot be dereferenced, it makes sense because that means you can't do anything with them anyways. With ours, you can: MyObject::~MyObject() { g_someManager->saveSomeSnapshot(m_self); // weak } CSomeManager::saveSomeSnapshot(WP p) { m_something = p->m_member; } This is completely logical in single-threaded contexts, but the STL likely didn't want this because in multithreaded contexts deref'ing a WP without a lock is a gamble because at any time it could die. With a single-threaded context, if you check it once, you're good to go. This will never crash: { if (weak) return; myThing = weak->thing; } The validity in dtor is thus kinda dangerous when multithreaded, but since almost everything in our loops is riding on a single thread in the end, the ability to read weaks in the dtor is a reaaaallly nice concept used everywhere.
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vaxry
vaxry@vaxryy·
fun fact: these three fellas in hyprutils that I wrote like 2 years back are used in every hypr* app and library and are the reason why we have 95% less memory bugs than in the early days without them if you've ever taken a gander inside the code, you know almost everything in hypr* is riding on these, and we even explicitly state in our contributing guidelines to never use raw pointers instead of these. These are custom implementations, not the STL ones, because the STL ones actually limit what you can do. With our implementation, they're much more flexible and allow you to write much nicer and logical code. At this point, with these, it's like memory management on easy mode. Things just work and you never get a garbage pointer. :)
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Winterpixel Games
Winterpixel Games@winterpixelco·
@SebAaltonen Seb, i think we've all been waiting for the post for years now... its time!
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Sebastian Aaltonen
Sebastian Aaltonen@SebAaltonen·
Wrote a response comparing graphics API binding model issues (Metal vs DX12 vs Vulkan). All have their own set of mistakes. I am going though this topic in much more detailed way in my forthcoming blog post... x.com/SebAaltonen/st…
Sebastian Aaltonen@SebAaltonen

@G_melo_ding Driver overhead still matters. Vulkan's plan was to offload it to resource creation. Got persistent objects for PSOs and descriptor sets (bindings). In Vulkan 1.0 you had to even create render passes ahead of time. Pre-filled command buffers in examples (not really usable).

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Winterpixel Games
Winterpixel Games@winterpixelco·
@GustavSterbrant "Single codebase targeting Vulkan, DirectX, Metal, and WebGPU simultaneously." im intrigued... Whats the main value prop over slang?
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Mitchell Hashimoto
Mitchell Hashimoto@mitchellh·
@rauchg Here’s another one for you if you didn’t know: TTFs can also contain WASM programs for shaping :) only harfbuzz supports it today but that’s pretty much one of the most popular shapers out there!
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Mitchell Hashimoto
Mitchell Hashimoto@mitchellh·
Excellent blog on `font-size-adjust` highlights more complexity about font rendering: matklad.github.io/2025/07/16/fon… We just implemented an automatic form of `font-size-adjust` in Ghostty ~2wks ago! github.com/ghostty-org/gh… Afaik the only terminal to do this so far. This problem can happen anywhere multiple font faces are used, even in environments where you don't (or can't!) choose multiple font faces, like a terminal! When a codepoint isn't available, terminals (and most software, really) search for a "fallback font face" to supply that codepoint because that's usually better than showing a box or unicode replacement character. Ghostty has done this for years, but we always just rendered the glyph as the font requested, which doesn't match up well with the primary font face (as noted in Matklad's blog post). We now apply similar behavior to `font-size-adjust` to even this out.
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Olex (Solo gamedev Diablo-like) 🇺🇸🇺🇦
I've been dreaming of this C++ profiler for my game for over a year. It's now here. It shows me the slowest code logic that runs over my game components in real time. Each one is a lambda that I can find at the file name and line number. An hour after I made this, I already optimized my game significantly by actually seeing what was slow and then optimizing it. For example, I optimized a C++ lambda from 750us down to 50us (cost per frame). This level of introspection into my game is god-like vision. Not seeing any perf impact of having this on either, so it's on by default.
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COLT
COLT@COLTRBR·
@winterpixelco beach 1, ice small, every small map from season 20 (OG 1v1v1v1), ocean 1, mars 1, cake 1, cake 2. Sent this in my Discord Server, and all of them say any small map would be amazing! Thank you!
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COLT
COLT@COLTRBR·
@winterpixelco, please bring back the small maps in Ranked 1v1v1v1! Or, make water rise faster. The games last way too long! It becomes a snoozefest 50% of the time.
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Mathias W
Mathias W@mwesterdahl76·
@winterpixelco Thanks! Yeah it's the main search result. I kind of wish msdf-c felt more used/production ready, as it's smaller and supports stb_truetype out-of-the-box github.com/solenum/msdf-c
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Mathias W
Mathias W@mwesterdahl76·
Anyone uses multichannel 2D SDF's, e.g. for fonts? What generator do you use? (and which ones did you discard?) #gamedev
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