A Solo Indie Game Developer. itch: erayzesen.itch.io Creator of Quark Physics Engine: github.com/erayzesen/QuarkPh…

İstanbul
Joined June 2011
Pinned Tweet
#QuarkPhysics integration with #GodotEngine 4 is complete, and I have released the first version. If you're using Godot 4.3, you can currently try the project on all platforms. 😊🍻 github.com/erayzesen/godot-q… #gamedev #screenshotsaturday #SoftwareEngineering #creativecoding
Eray Zesen retweeted
I've integrated fluids into my physics engine. Fluids are made of the same particles as solid matter, but computed differently. Phase change is seamless, matter melts and hardens back on temperature change. It runs fast, and world size limits are wider than any game would need.
And the code you write can be translated into C, Objective-C, or JavaScript. Unfortunately, like many things I love, it’s not popular — but I’ll still enjoy using it for my personal projects. 2/2
Lately, I’ve been experimenting with the @nim_lang . It’s like a dream language for me. You can develop software with or without a gc, and its syntax is similar to Python. Compilation and wrapping are incredibly simple. 1/2
Eray Zesen retweeted
Toying with a fully procedurally animated archer dude. Practical, nah! But kinda fun to try to math together some semi natural looking movements :) #gamedev #GodotEngine
I haven’t found any software that offers all these useful features at once. The fact that all of these exist in #figma, which is primarily a UI design and prototyping tool, is really interesting. I hope these features can also inspire developers of vector art software.
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In vector editing, some of the features that stuck with me are non-destructive boolean operations, stroke alignment options (inside, center, outside) that you almost never find in SVG-based editors, flexible and stackable layer effects, component-instance conveniences… etc.
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For example, after we create the game’s assets, the parts that need to be exported have to be selected. In Figma, you only set up the export once for the groups that need exporting. Exporting the assets, either all at once or individually, happens in just a few clicks.
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Imagine I wanted to change the shadow effect of the balls in the game. I could control it all from a single place using the styles I had defined and applied to most of the game’s elements. That way, making various art revisions for the game took me very little time. #figma
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Let me show you something that blew my mind when I first sat down to use #figma for this purpose. Figma had a much more interesting and flexible vector manipulation paradigm than other vector-based software.
For example: all the art in this game I made earlier was created with #figma. I'm also using Figma for my current game projects. erayzesen.itch.io/comball
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As a 2D game developer, I haven’t found a better app than #figma for creating vector art assets for my games. I can even list its features one by one. I know it’s mostly used for UI/UX design, which I find a bit odd. Am I alone in this, or are there other game developers like me?
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Hi everyone! This is my #deezer playlist of electronic hits I never get tired of, even after days of listening. Songs earn their place here from my sub-lists, and it’s always updated. Enjoy! 🤜🎵 🤛 link.deezer.com/s/30NmM16x4N…
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I just published 2D Soft Body Collision via Bisector Rays Approach — QuarkPhysics medium.com/p/2d-soft-body-co…
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Godot-QuarkPhysics extension v1.0.6 is released. 🥳 With this release, #QuarkPhysics now has native GDScript API documentation in #GodotEngine. github.com/erayzesen/godot-q…
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In the debug mode.
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