@mholiv@fosstodon.org cover

Programmer, Rust Lover, Pythonista, Practical Praxis Practitioner.

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@mholiv@fosstodon.org avatar mholiv , to random

This dev log has a ton of technical detail about moving from a single player game to a multi player game in Bevy with diagrams and everything. I also talk about the 0.18 migration and the bevy meetup at

Personally I am just supper have to have simultaneous hosting across mutiple multiplayer connection strategies and a headless server build.

https://exofactory.net/blog/2026-02-04/

@mholiv@fosstodon.org avatar mholiv , to random

Ironically a rather productive holiday update. Some technical notes on real time settings application in this one. See you all next year! https://exofactory.net/blog/2025-12-30/

@mholiv@fosstodon.org avatar mholiv , to random

Lots of videos in this one. Turns out full screen shaders and drag to place belts are harder than one might think. I think I have a cool thing to contribute to the game genre. https://exofactory.net/blog/2025-12-04/

@mholiv@fosstodon.org avatar mholiv , to random

This one covers porting to 0.17, moving to Avian for physics, and a lot of QoL fixed.

Lots of images and videos in this one. https://exofactory.net/blog/2025-11-16/

@mholiv@fosstodon.org avatar mholiv , to random

The Exofactory Demo is officially out. A ton of bugs have been fixed thanks to the testers during the soft launch period particularly on the build.

The game is written in with and it’s been a great time. The game is releasing as part of Steam Next and the algorithm really matteres for so if you are interested in the game I would recommend checking and and playing the demo early this week if you can. (That and it’s fun). https://store.steampowered.com/app/3615720/Exofactory/

@mholiv@fosstodon.org avatar mholiv , to random

Upside of using and open source tooling in general is you can get your games to compile on non corporate approved architectures. I just got the and builds running. (I can’t promise RISC-V works on real hardware yet as I don’t have any real hardware to test it.) If you have RISC-V hardware and want to test let me know. Here is the game running natively on a Pine Book Pro.

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@mholiv@fosstodon.org avatar mholiv , to random

The Exofactory demo has been soft launched and is available to download on Steam. So so so much work. Lots of game dev specific stuff in this one. If you play it do let me know if you see any major bugs. Lol. Will hard launch as part of Steam Next fest but you can play it now. https://exofactory.net/blog/2025-10-07/

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@mholiv@fosstodon.org avatar mholiv , to random

There are a TON of technical details in this one. The work I did over last month convinced me that ECS might be by far the best way to build a factory game. If you are interested in alpha testing or technical code details I recommend talking a look. https://exofactory.net/blog/2025-09-08/

@mholiv@fosstodon.org avatar mholiv , to random

Happy to publish the latest Exofactory devblog. Long story short then Blender/Bevy Skein plugin is amazing and terrain level of detail is annoying. Way more technical detail in this one.

https://exofactory.net/blog/2025-08-07/

@mholiv@fosstodon.org avatar mholiv , to random

I’ll be speaking live in 10 min (5pm Denmark time) about writing games in with . Feel free to watch me here. It will be available VOD later so no time stress. https://live.bornhack.dk/ Exciting times at

@mholiv@fosstodon.org avatar mholiv , to random

A little nervous to do this but I don’t see too much content so I thought I would shoot my shot.

I’ve been working on a factory game written in with and I recently hit a big milestone (aka now on steam)

If anyone’s interested in dev logs I have a rss/atom feed. This weeks is mostly about art, but I normally talk about ECS woes and the pain of programmatic terrain generation. This is my first “large scale” game so it’s a mixed bag.

https://exofactory.net/blog/2025-07-06/