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vexith

@vexith

Joined August 9th, 2026

  • 11Devlogs
  • 4Projects
  • 2Ships
  • 46Votes
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9h 39m 46s logged

devlog #5 => better physics engine and new rendering method

on this devlog, i added better physics more focused in gameplay (still not perfect but better than before)
added flat shading with directional light
added new physics engine
added restriction to not go above floor

currently, i plan to add enemys, projectiles for the plane, 3D model of the plane, be able to switch the plane.

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5h 25m 23s logged

devlog #4 => rendering the plane and controlling it

in this devlog, i finally got the plane rendering properly and responding clearly the controls without getting the velocity infinite.
added green lines on the ground to make it like 3D
currently, it has the simple static camera following the plane, but in the future it will be variable, to give the sense of the plane moving and not only the background.
i added input ramping for the keyboard controls to give fluidity to the plane (previously it look like that the plane was moving too fast).
i switched from the Euler angles to quaternions, because in the euler angles, when pitch reaches +/- 90 degrees yaw and roll become the same degree of freedom and the representation breaks.
currently, i plan to add enemys, projectiles for the plane and multiplayer support, maybe custom planes.

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2h 5m 6s logged

devlog #3 => rendering

now the game has a basic SDL3 window and renderer, i replaced the old keyboard input (get async keystate) with SDL3 events, connecting pitch, yaw, roll and throttle controls.
its still just a triangle with controls for now, but finally it’s taking shape now
(https://imgur.com/a/D3RhBLy)

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1h 39m 48s logged

devlog #2 => from simulation to flight

from this devlog, i started turning the flight simulation into something actually controllable, i added a separate input system for pitch, yaw, roll and throttle, keeping the controls independent from the aircraft physics.
its still running in the console for now, but the aircraft can finally respond to player input.
for the next devlog, i want to implement rendering and camera
(https://imgur.com/a/xCKDbTZ) for gif

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3h 8m 50s logged

devlog #1 - starting GuaranaHorizon

i’ve started working on Guarana Horizon, a multiplayer flight game inspired by star fox. im making it from scratch in C, without using a game engine. right now im mainly focused on getting the aircraft physics working before moving on to graphics and gameplay.
in the beginning, the physics engine kept becoming unstable and eventually getting the values to extraordinay values out of reality but now the aircraft can now accelerate, generate lift, climb and experience drag and gravity without the simulation spitting nonsense.

now it only runs tests programs to check if the physics is alright.

next i want to add actual flight controls (WASD) and then start working on rendering (probably SDL2).

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Ship

i built a lightweight chip-8 (programming language for old 8-bits microcomputers from the 1970s) emulator from scratch.

now it’s running pratically all the games i tested for it
without glitches, only “issue” to address is a light flicker but this is by design of chip8
how to test it: compile it yourself or run the pre-compiled binary on github.

  • 3 devlogs
  • 7h
  • 6.72x multiplier
  • 50 Stardust
Try project → See source code →
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2h 41m 18s logged

devlog #4 - audio engine, new ui and linux build
added sound support
fixed a bug in the draw instruction missing a “break;”
fixed a bug in math operations that bugged the collision in some games (brix and pong)
readme rewritten for better clarity
new user interface
added linux support
(sorry for bad gameplay)

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5h 0m 49s logged

devlog #2 => initial cpu core

implemented the first functional version of the CPU core

  • added 8bit registers and 16bit program cointer
  • added status register with bit masks
  • added memory read/write interface with 64 kb of memory space
  • added initial ‘LDA’ implementation
  • added reset vector handling
  • added basic instruction fetch and opcode dispatch
  • added test suite in main function to test the functional

currently, the core architecture is kinda of working, failing mosts tests i made (the tests could be wrong lol). even if it was working, still it is incomplete, more instruction, addressing modes, accurate flags, cycle timing, interrupts and variant-specific behavior remain to be implemented.

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2h 16m 50s logged

devlog #3 - (not so) final release
added rendering with SDL in a separate window
added the remaining opcodes for running all chip8 demos/games
fixed the shortcut to exit the emulator (ESC)

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2h 29m 41s logged

devlog #2 - small corrections

what changed:
separation of cpu and display responsibilities into dedicated implementation and header files (cpu.c/cpu.h and display.c/display.h).
decoding of the x and y registers (in cpu cycle) is now performed once before opcode checking, eliminating redundancy within each switch case.
removal of legacy debugging routines and standardization of video buffer handling. (basically same gif as before)

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Ship

i built a lightweight chip-8 emulator from scratch.

now it’s very minimal and stripped down (not all opcodes implemented yet), but it sucessfully loads and renders the basic IBM rom

how to test it: compile it yourself (made exclusively for windows) or run the pre-compiled exe on github.

  • 1 devlog
  • 2h
  • 2.03x multiplier
  • 3 Stardust
Try project → See source code →
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1h 36m 51s logged

devlog #1 - writing a emulator

i built this (not so) simple emulator for the CHIP-8 architecture

what’s working:
4kb ram, 16 registers (V0-VF), Index (I) & PC (0x200)
opcodes: clear (00E0), jmp (1NNN), 6XNN and 7XNN (math basically), index (ANNN) and sprites (DXYN)
rendering in ascii (thinking about changing it to sdl2)

todo:
full 35 opcode support
keypad input
(maybe) migrating to SDL2

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