Olex (Solo gamedev Diablo-like) πΊπΈπΊπ¦
@OlexGameDev
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Solo game dev. Diablo-like. Live stream on https://t.co/ChCp2Z6YSF
Joined December 2009
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
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I appreciate X for setting up a way to disable chat by simply never setting it up.
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My C++ game code broke through 150'000 lines of C++ as reported by my vibe coded VS extension (which had to be in C#). P.S. The line count includes comments.
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As RAM prices going up, I did some optimization on my GPU memory use. Even at 4k resolution, I am still keeping my game under 3GBs of GPU ram. So far. More to optimize as I add more content. Note: Heap 0 is the real GPU ram. Heap 1 is the CPU memory that is there to help
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My 2025 year on Steam is mostly working on my own game. At 77 percent! The next game on the chart is only 7%.
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I love watching internal stats in my game. Since I have my own Entity Component System (Archetype), I can see exactly what is going on. The largest entity is made up of 72, the player entity. My current hard limit is 75, so I might need to bump this soon to 100. (It's not a
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Something about Smart App Control. Turning it off resolves the issue.
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Windows 11 Defender decided that PhysX5 DLL can not be trusted today. Umm, thanks? I still need to continue to develop my game, though...
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βIndividuals who were vaccinated were 200 times less likely to have a stroke after having the respiratory disease.β Quote from the linked article. Welcome to reality of life saving effects of vaccines.
βBy the second year of the pandemic, the dramatic increases in heart attacks blew apart the models used to predict how many people would lose their lives to these events.β https://t.co/jsFxvkplev
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If you want to show 3 minutes of your game trailer at The Game Awards 2025, you'll reportedly have to pay $1 million. Also, the show gives only 2 free tickets to nominees, letting them pay $300 for the rest. Inflation, you understand: https://t.co/eNhXczBx5L
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Early Access (S2) vs Full Release (S1) sales in the span of their first 2 years. Marketing is overrated in indiedev. Continuously improving the game is the best marketing strategy.
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Meanwhile AI haters: "We must save jobs by preventing people from saving their own lives with AI. Ai is taking human jobs! What is your life compared to a job of another?"
Man has his life saved by Grok from @xAI after a ruptured appendix: "Iβm 49. 2025 has been the best year of my lifeβ¦ until two nights ago. For 24 straight hours I had constant, razor-blade-level pain in my stomach. Couldnβt lie flat, could only get minor relief sitting on the
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It's the official. The kings of ARPG are Grinding Gears. Unlike some competitors they have both the visual quality and a great ability to design.
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Isn't amazing how Valve forked Wine to finally make a great product out of Wine? It's the difference between open source engineers and paid engineers.
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Vulkan debugging story. My game build started to crash with out of GPU memory on my laptop. It's been a few months since last time I tested it there. Oh, god, what could it be? Am I running out of GPU memory? No. Huh. I managed to bring up an ImGui panel I wrote to view GPU
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Play time? No, dev time.
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5 days ago I added a tracker that counts how many times I have hot-reloaded my C++ game code. I am already at 500+ hot-reloads. That is at 100+ per day (varies depending on the kind of coding I do). 100 times 15-30 seconds (to compile, link, launch and get into the same state)
@liveplusplus This thread has inspired me to add ImGui integration for Live++. For years I have watched the system tray icon. But now my main menu bar in ImGui shows me the progress, errors if any, and the number of times I've reloaded. I might even save the total count across sessions!
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I can't wait for @JonasTyroller 's game/tool to come out. I love proving that a game's success has nothing to do with luck as often whiners whine.
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Visually debugging my convex shape calculation from a set of points (using QuickHull algorithm). Context: my game uses convex shapes for destruction debris. I pre-compute convex shapes at build time, this way physics can work with a simpler model than the visual mesh.
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