Pebbling Club 🐧🪨

  • Whimsy by Ct.js
    Notes
    Whimsy is a small game engine and a fantasy console for making interactive stories where you can navigate the worlds you create and talk with stuff! Whilst simple in nature, the toolset allows making narrative-driven exploratory games with no prior experience in game development.
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  • Supercharging Game Development with GitHub Copilot
    Notes
    Over the past year, AI-powered development tools have completely transformed how I build games. GitHub Copilot has become an essential part of my workflow when developing WebXR games with Wonderland Engine. Today, I want to share how I leverage Copilot to streamline my game development process and some practical tips to make it work better for your specific needs.
  • Oasis
    Notes
    Oasis takes in user keyboard input and generates real-time gameplay, including physics, game rules, and graphics. You can move around, jump, pick up items, break blocks, and more. There is no game engine; just a foundation model.
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  • JohnEarnest/Decker: A multimedia sketchpad
    Notes
    A multimedia sketchpad
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  • 2D Rigid Body Collision Response
    Notes
    This is a followup to my previous article regarding collision detection between arbitrary polygons.
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  • Tarot-Based Situation Generator ~ Clarity Flowers
    Notes
    A tool for generating some characters and a situation using tarot cards.
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  • Creating a 2D physics engine from scratch in Javascript – AILEF
    Notes
    In this article, we will implement a toy 2d physics engine that supports basic forces, collisions and constraints (joints) for circle-shaped objects.
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  • SAM: Software Automatic Mouth
    Notes
    Sam is a very small Text-To-Speech (TTS) program written in C, that runs on most popular platforms. It is an adaption to C of the speech software SAM (Software Automatic Mouth) for the Commodore C64 published in the year 1982 by Don't Ask Software (now SoftVoice, Inc.). It includes a Text-To-Phoneme converter called reciter and a Phoneme-To-Speech routine for the final output. It is so small that it will work also on embedded computers. On my computer it takes less than 39KB (much smaller on embedded devices as the executable-overhead is not necessary) of disk space and is a fully stand alone program.
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  • The Things We Did on the Atari ST - Guido Henkel: Guido Henkel
    Notes
    Using raster timing to switch palette per line, yow!
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  • Creating an RSS Reader in Godot Engine (part 1) – Andrew Wooldridge – Medium
    Notes
    This article will discuss my own efforts to create a simple application using Godot Engine — specifically an RSS reader. It’s probably one of the more common simple applications one might create for a given framework — which tests out things like networking, parsing, rendering, and saving preferences.
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  • shaktool / beepbox — Bitbucket
    Notes
    This is the source code for BeepBox, an online tool for sketching and sharing chiptune melodies. All of the source code here is available under the MIT license.
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  • The Programming Behind Cel Shading – Partly Shaderly
    Notes
    This layman explanation is exactly, how I would describe it. Indeed, cel shading is rendering of the diffuse light channel. Texturing, and rendering. I know that light is a component of the material, and not something to be rendered, but using LUTs, we can achieve exactly this.
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  • Rocket - A Rust game running on WASM
    Notes
    After seeing the examples on hellorust.com, I thought it would be interesting to try to adapt my game Rocket to work on the browser through the wasm32-unknown-unknown target. The project was a great way to figure out how far you can go when porting a project that is a bit more complex than a hello world. I was pleasantly surprised by the fact that most of the code could be reused. Particularly, the game logic code was barely touched at all.
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  • Panic Ranger theme experiment 1 by lmorchard | Les Orchard | Free Listening on SoundCloud
    Notes
    Messing around with websynths.com to make a simple spoopy theme song
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  • Make Games - Finishing a Game
    Notes
    So without further ado, here is a list of 15 tips for finishing a game:
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  • Game Design Idea Inspiration and Execution
    Notes
    Ideally, you should have a project where the following 3 things are well balanced: Your desire to have the game made Your desire to make the game Your skill If you choose a project with only 2 of these things, the game will ultimately fall flat.
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