Open Source Maintainer working on NodeSecure and JollyPixel. Building an open source and collaborative game editor for the web with Three.js.

France - Senonches
Joined January 2014
In 2023, very few people know that I've produced a free ebook containing several hundred refs on Node.js alone. And that I continue to update it with top-notch content. If you like it think to give the repo a star :) github.com/fraxken/ebook_nod…
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Having some fun with my terrain editor ^-^ #gamedev #threejs #pixelart #indiedev
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Spending a bit of my time reading a bit more on DDD and doing strategic design.. Nothing crazy but help me quite a lot ^-^
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Shape dialog updates: faster preview, manual rotation to inspect every face, and visual shape selection #gamedev #threejs #pixelart #indiedev
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When I started my editor, the block library was a real 3D WebGL renderer. Now it's a 2D canvas with static images rendered using the main renderer viewport GPU. Only selected or focused blocks rotate on themselves and are updated once per frame.
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Incredible how far you can go with CDP and Playwright for A/B testing. I'm trying to keep <1s of cold start for my editors (that's hard).
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Didn't communicate much on this editor ^-^ (WIP by another engineer working with me). #gamedev #threejs #pixelart #indiedev
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Save a selection into a template, preview it then reuse it as you wish. #gamedev #threejs #pixelart #indiedev
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I'm now running my UI tookit E2E test suite in 15 seconds instead of 80 seconds. Learned a few things along the way on Playwright.
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Implemented support for glowing cube (with a lighting level) in my @threejs voxel engine / editor. Quite happy with the result and it has little impact on performance! #gamedev #threejs #pixelart #indiedev
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Expanding my voxel engine in Three.js to include more shapes and the ability to merge them together. #gamedev #threejs
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Improving icons and details for the pixel-art editor
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The pixel-art editor now support normal map with UV overwrite.
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Hmmm ... We are cooking something ^-^
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Lot of things to manage there.. Previous frame state, UI collision, suspension and priority, cross-platform and layout bindings etc.
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Implemented support of templates that we can reuse. And adding controls in the rendering for rotation and flipping of selected layer/template.
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Me discussing with french customer using Node with PM2, cluster, no semi tuning etc.
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I really like using + DisposableStack
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Playing a bit with AI (Opus 5.5) and my @threejs voxel engine to generate a world from zero. Then I opened it inside my editor to explore with two friends. Used AI to give feedback on what could be missing in the API and runtime ^-^
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I’m experimenting with adding more colours to the UI; I want to break away from the greyish look of most game editor. Still have work to improve icons.
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Support for multiple tilesets
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