Jakub Tomšů's Avatar
Jakub Tomšů
I'm interested in game programming, game engines and graphics programming
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Recent Activity

New BEHEADER Devlog is up on youtube, check it out! The game made (mostly) from scratch with odinlang, sokol_gfx and sdl2
https://youtu.be/36y-eSX2Fvg?si=koW3yMUxp9ss9bq3

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I made a very short and casual devlog about my WIP boomer shooter game
https://www.youtube.com/watch?v=TjYcIXLWUi8

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I wrote an article expanding upon Gaffer's article about fixed timesteps. It covers game state double buffering and interpolation, correct input handling, and the benefits of fixed timestep in general

https://jakubtomsu.github.io/posts/input_in_fixed_timestep/

I also posted this tweet about interpolation which got good responses for whatever reason:)
https://x.com/jakubtomsu_/status/1820048637268795634?s=19

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Solar Storm is out now on itch.io, including the full source code! It's built with Odin, sokol_app and sokol_gfx
https://jakubtomsu.itch.io/solar-storm
&solarstorm

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I implemented a 3d block-based level editor for my FPS game today. It was surprisingly fast, I guess that's because I made a very similar editor a couple years ago.
It supports things like copy&paste and undo/redo (implementation is inspired by rxi's undo method and Dennis Gustaffson's Undo for lazy programmers)
Also apparently people really like the game idea, so I guess I'll have to turn it into a real game! :)
https://fxtwitter.com/jakubtomsu_/status/1794778707854254213

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I've been tinkering with a new 3d engine for a Quake/PSX-style FPS game. So far the idea is to make a arena shooter where the world wraps around infinitely. Still not sure if it should be a linear game with hand-crafted campaign, or a roguelite with procedural areas.
As always, this is done in Odin+Sokol from scratch :)
https://fxtwitter.com/jakubtomsu_/status/1794059547146936800

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SOLAR STORM IS OUT NOW ON STEAM!! Made from scratch in Odin and Sokol
There is also a 15% launch discount!
https://store.steampowered.com/app/2754920/Solar_Storm/

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My game Solar Storm is coming out in one week! Here is a cool trickshot I got recently
&solarstorm

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I made a youtube video explaining why I like Odin and custom game engines. This is the first time I've done a voiceover like this.
It's mostly targeted at people who know a bit about gamedev or programming, but aren't necessarily experts. I also mention HMN at the end :)
&solarstorm
https://youtu.be/D9oO4L0vt_U

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I wrote an article about the Solar Storm renderer. It's written from scratch in Odin and uses Sokol. CPU time is <100us and GPU time is around 650us on RTX2060S.
https://jakubtomsu.github.io/posts/solar_storm_renderer/

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Solar Storm is getting very close to release, so here is a little something I did recently: new tank visuals and animations. The gun and the turret now adapt to the aim angle/power.

Apart from that I've been working on a lot of boring stuff, like getting localization done, steaminput support and UI navigation with controller only, rendering button icons, achievements...
https://fxtwitter.com/jakubtomsu_/status/1764769294842253746?s=20

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Solar Storm Free Steam Demo is OUT NOW!
Check it out here: https://store.steampowered.com/app/2754920/Solar_Storm/

It's my first steam game, and it's built with Sokol and Odin

Any feedback is welcome!

(the trailer is a bit outdated btw, I don't have newer clips haha)

Here is a twitter post if you wanna retweet: https://twitter.com/jakubtomsu_/status/1761160318565138713?s=20

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I just updated the Steam Page for Solar Storm with nice banners, lots of gifs and better descriptions.
This clip of the Death Ray weapon with Double Shot powerup is my favorite :D

I've also been working hard on the game itself. There are now over 30 unique weapons, 5 powerups (which can be combined) and ~20 biomes. Still a lot of work left until the release, but it's mostly just polishing...

https://store.steampowered.com/app/2754920/Solar_Storm/

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I implemented hot reloading in my game (based on the odin hot reloading article by Karl Zylinski, and the Handmade Hero).

Turns out it's also trivial to hot reload all the shaders, which is handy when tweaking the post-processing shaders etc.

And also the new RAD Debugger can handle hot reloaded dlls, unlike some other debuggers which lock them. It still has some issues, but at least it works

&solarstorm

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After twitter crashed like 3 times for me, I managed to write a long thread about Solar Storm renderer and how it works under the hood (with many many screenshots ofc).
I use sokol_gfx, which has been an absolute joy to work with so far.
&solarstorm

https://fxtwitter.com/jakubtomsu_/status/1746654234009874830?s=20

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Steam page for my game is finally live!

It's still WIP, the screenshots are outdated and there is no trailer yet, but I'm working on it!
Wishlists are greatly appereciated!!

It's made in the amazing Odin programming language (of course), and a custom engine (of course) built with the help of Sokol libs.

I'm doing a first public playtest sometime at the end of this week, if anyone is interested you can join solar storm discord server: https://discord.com/invite/wn5jMMMYe4

https://store.steampowered.com/app/2754920/Solar_Storm/

Oh and I also made a HMN project page :)
&solarstorm

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Today I made a particle editor for my artillery game I'm making with Odin and Sokol.
Steam page coming soon, it's just being reviewed!
https://fxtwitter.com/jakubtomsu_/status/1740802951432802570?s=20

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This is a visualization of octahedral mapping, a cool way to encode spherical coordinates in 2d. This is usually useful for storing things like light probes.
This took like 20 minutes to write, thanks to Odin and Raylib <3
https://fxtwitter.com/jakubtomsu_/status/1722691305573110023?s=20

Here is the code: https://gist.github.com/jakubtomsu/e614bf152a7147c4519149270b9266b6

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Aaand the page is live! Feel free to check it out and give me some feedback.
https://jakubtomsu.itch.io/astrodrift

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Little sneak peek at AstroDrift, a game I'm making for GameBoy Jam 11.
I'm using my custom game engine written in Odin and built on Sokol and FMOD. This whole game took about 4 days to make, and I have to say it was considerably better experience than working with Godot (which I used for game jams in the past).

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