KilledByAPixel's recent activity

  1. Comment on What programming/technical projects have you been working on? in ~comp

    KilledByAPixel
    Link Parent
    thanks so much. i have been putting work into building the community and it's amazing to see other people using it to realize their dream ideas. the next big event will be our 3rd yearly game jam...

    thanks so much. i have been putting work into building the community and it's amazing to see other people using it to realize their dream ideas. the next big event will be our 3rd yearly game jam in a few months!

    if you are interested in an easy way to start, there is an AI repo for LittleJS designed to work with vibe coding, and it is pretty amazing what it can do. much faster and more reliable then starting from scratch.

    1 vote
  2. Comment on What programming/technical projects have you been working on? in ~comp

    KilledByAPixel
    Link
    Working on my game engine LittleJS. It is a very small, very fast, and very clean engine. Over 4k stars on GitHub now and it has gone through many massive improvements. We added Box2d and Threejs...

    Working on my game engine LittleJS. It is a very small, very fast, and very clean engine. Over 4k stars on GitHub now and it has gone through many massive improvements. We added Box2d and Threejs support built in. Here is some of what I am most proud of...

    I made a really nice interactive example browser where you can even edit the code in real time.

    https://killedbyapixel.github.io/LittleJS/examples/

    I am also improving AI functionality by making games, and have over 50 games in the arcade. I've put a lot of work into the UI of the arcade and making it work well on pc and mobile. I am continuing to iterate on all the games but they are becoming pretty solid demos of the engine's capabilities. These are also all fully open source as is the game engine itself. It also includes a small library of reusable templates and starter projects meant to be used by AI.

    https://killedbyapixel.github.io/LittleJSArcade/

    Now I am deciding what to do next that would maximize my efforts. I think maybe making a video would be good. Either a sizzle real of all the best LittleJS stuff, a video introduction to littlejs, or just a short trailer.

    What do you think I should focus on?

    3 votes
  3. Comment on My free open source sky atlas app is now available on Google Play in ~space

    KilledByAPixel
    Link Parent
    i was surprised how much they limited the mobile version of Stellarium, it's less then half as many as Cosmodial. That doesn't bother me as much as the constant nagging to purchase the full...

    i was surprised how much they limited the mobile version of Stellarium, it's less then half as many as Cosmodial. That doesn't bother me as much as the constant nagging to purchase the full version.

    Cosmodial is not on the apple store but you can go to the website and install it as an PWA and it works the same as a regular app! I installed it on my iphone and it works great.

    3 votes
  4. Comment on No WebGL, no AI, no bytes to spare. My new game is a 3D 90s fever dream in 1024 bytes! in ~comp

    KilledByAPixel
    Link Parent
    I am a huge Marble Madness fan, it's just such a good and unique game. The level is all random procedurally generated but should in theory be beatable with jumping. :)

    I am a huge Marble Madness fan, it's just such a good and unique game.

    The level is all random procedurally generated but should in theory be beatable with jumping. :)

  5. Comment on My free open source sky atlas app is now available on Google Play in ~space

    KilledByAPixel
    Link Parent
    thanks! i will do a pass on adding more cities, especially capitals.

    thanks! i will do a pass on adding more cities, especially capitals.

    2 votes
  6. Comment on My free open source sky atlas app is now available on Google Play in ~space

    KilledByAPixel
    Link Parent
    Stellarium is fantastic, and honestly a big part of what inspired me to make this. But there are some pain points, especially with the free tier. The free version of Stellarium Mobile constantly...

    Stellarium is fantastic, and honestly a big part of what inspired me to make this. But there are some pain points, especially with the free tier.

    The free version of Stellarium Mobile constantly nags you to upgrade, and the best stuff is locked behind the paid version. It's limited to magnitude 8 stars, while Cosmodial goes to 9.6. Cosmodial also has eclipse simulation, ISS flyover alerts, and event highlights, all free.

    Cosmodial is also MIT licensed open source, so anyone can reuse the code, verify how it works, or submit pull requests. Stellarium Mobile is closed source, and Stellarium Web is GPL (a more restrictive license) and isn't really maintained anymore.

    Cosmodial is designed web first: the whole thing is a few megabytes, and the app is the same as the website, it's a PWA, so one visit caches everything and it works fully offline in a dark field. That also means I can keep improving it with community feedback. My goal is to make it the most usable tool of its kind.

    The tradeoff is that Cosmodial is nowhere near as complete as full Stellarium. They have over a billion stars in the paid version while I have just over 100,000. But I'd argue that's also a strength: it's still deeper than free Stellarium Mobile, it covers everything you can actually see with eyes or binoculars, and it loads instantly.

    5 votes
  7. Comment on No WebGL, no AI, no bytes to spare. My new game is a 3D 90s fever dream in 1024 bytes! in ~comp

    KilledByAPixel
    Link Parent
    thanks so much, i hope this code is a great way for people to learn, tried to keep it as clean as possible. I'd like to do a full writeup and maybe a video that goes through all the code and design.

    thanks so much, i hope this code is a great way for people to learn, tried to keep it as clean as possible.

    I'd like to do a full writeup and maybe a video that goes through all the code and design.

    2 votes
  8. Comment on No WebGL, no AI, no bytes to spare. My new game is a 3D 90s fever dream in 1024 bytes! in ~comp

    KilledByAPixel
    Link Parent
    thanks for the feedback! the perspective equation is a bit warped to give it the effect in such a small space. im already working on a port to threejs so i can add more stuff and use a more...

    thanks for the feedback!

    the perspective equation is a bit warped to give it the effect in such a small space. im already working on a port to threejs so i can add more stuff and use a more correct way of doing it that will hopefully decrease your motion sickness issue.

    also big update for driven wild coming soon with more tracks and other cool stuff!

    1 vote
  9. Comment on No WebGL, no AI, no bytes to spare. My new game is a 3D 90s fever dream in 1024 bytes! in ~comp

    KilledByAPixel
    Link Parent
    Thank you! even despite having wrote it and seen the code many times, it still seems impossible. I wrote a detailed post that explains how every byte of it works....

    Thank you! even despite having wrote it and seen the code many times, it still seems impossible. I wrote a detailed post that explains how every byte of it works.

    https://frankforce.com/city-in-a-bottle-a-256-byte-raycasting-system/

    Also, not sure if you saw but we managed a 256 byte shadertoy version that is pretty wild...

    https://www.shadertoy.com/view/7dccRj

    5 votes
  10. Comment on No WebGL, no AI, no bytes to spare. My new game is a 3D 90s fever dream in 1024 bytes! in ~comp

    KilledByAPixel
    Link Parent
    nice, yeah I remember that one. i was inspired a lot by 90s graphics, especially pc games.

    nice, yeah I remember that one. i was inspired a lot by 90s graphics, especially pc games.

    2 votes
  11. Comment on No WebGL, no AI, no bytes to spare. My new game is a 3D 90s fever dream in 1024 bytes! in ~comp

    KilledByAPixel
    Link Parent
    thanks! i got into this because it seemed like magic and honestly it still does. it's a lot of fun. my favorite part is that instead of just adding more stuff like typical software dev, you have...

    thanks! i got into this because it seemed like magic and honestly it still does. it's a lot of fun. my favorite part is that instead of just adding more stuff like typical software dev, you have to cut a lot and be very selective about what is really important.

    2 votes
  12. Comment on No WebGL, no AI, no bytes to spare. My new game is a 3D 90s fever dream in 1024 bytes! in ~comp

    KilledByAPixel
    Link
    Play Skydreams: https://killedbyapixel.github.io/TinyCode/1K/Skydreams Official 1024 byte entry: https://js1024.fun/demos/2026/25/bar My size code demos: https://github.com/KilledByAPixel/TinyCode...

    Play Skydreams: https://killedbyapixel.github.io/TinyCode/1K/Skydreams

    Official 1024 byte entry: https://js1024.fun/demos/2026/25/bar

    My size code demos: https://github.com/KilledByAPixel/TinyCode

    An endless race in the sky inspired by 90's 3D games like sky roads, marble madness, and sonic 3d. My goal was to create a dreamlike experience with full resolution full speed graphics that would be easy to pick up and play.

    Having worked on much more complex stuff, it's a lot of fun to start a new project from scratch and make an tiny 3D rendering system. There are a lot of fun challenges trying to fit something in this small of a space that looks cool and runs well. The contest goes until July 19, plenty of time to make something, and there's even a WebGL category.

    Features

    • 3D level rendering system
    • 3D player sphere with shadow
    • colorful sky gradient with stars
    • procedurally generated levels
    • level increases in difficulty over time
    • mouse controls
    • enhanced version has keyboard and touch input

    this is the entire html file. it needs to be RegPacked to fit in 1024k but that will not post here...

    <head><title>🌈☁️ Skydreams</title></head>
    <body id=b style=margin:0>
    <canvas id=a>
    <script>
        // JS1024 shim
        a.width = innerWidth;
        a.height = innerHeight;
        c = a.getContext`2d`;
    </script>
    <script>
    // Skydreams by KilledByAPixel 2026 - RegPack for 1024 bytes
    z=A=B=C=D=E=0,F=H=3,I=a.width/2,J=[],K=(e,h,t,a=1)=>{c.fillStyle=`hsl(${e},${h}%,${t}%,${a})`},L=(e,h,t)=>[a.width/2+(e-z+(t-3)**2/50*Math.cos((B+t)/49))*a.height*.7/t,a.height/2-(h-2+t*t/50)*a.height*.7/t,.7*a.height/t];onmousemove=e=>I=e.clientX,onmousedown=q=>E=.1,onmouseup=q=>E=0,setInterval(q=>{for(e=500;e--;)K(170+e/9+B,70,70-e/10),c.fillRect(0,a.height*e/500,a.width,a.height/250),K(0,0,99),c.fillRect((e*e+B*e/20)%a.width,e**3.3%a.height,e%4*a.height/500,e%4*a.height/500);for(g=B+40|0;g>B;g--){for(e=J.length;e<=g;)for(D<-8&Math.random()<Math.min(.2,e/1e4)&&(D=2+Math.min(4,e/400)),Math.random()<.1&&(H=2+3*Math.random()|0,F=Math.max(0,Math.min(7-H,F-2+5*Math.random()|0))),D--,J[e++]=k=[],f=7;f--;)k[f]=e<40|.9<Math.random()|D<0&F<=f&f<F+H&Math.random()>Math.min(.2,B/1e4);for(f=2;f--;)for(e=7;e--;)J[g][e]&&([p,q]=L(e-3.5,0,g-B),[r,u]=L(e-2.5,0,g-B),[v,w]=L(e-3.5,0,g-B+1),[x,y]=L(e-2.5,0,g-B+1),f?(K(99+70*(g>>7),60,30+9*(g+e&1)),c.fillRect(v,w,x-v,(40-g+B)/30*a.height)):(K(99+70*(g>>7),60,9+5*(g+e&1)),c.fillRect(p,q,r-p,(40-g+B)/30*a.height),K(99+70*(g>>7),60,60+30*(g+e&1)),c.lineTo(p,q),c.lineTo(r,u),c.lineTo(x,y),c.lineTo(v,w),c.beginPath(c.fill())))}for(0<=A&J[B+3|0][Math.round(z+3)]&&(K(0,0,0,.5),[m,n,l]=L(z,0,3),c.ellipse(m,n,l/4,l/9,0,0,9),c.beginPath(c.fill())),e=99;e--;)K(B/9,90,99-.7*e),[m,n,l]=L(z+.1-e/1e3,A+.35-e/1e3,3),c.ellipse(m,n,e*l/300,e*l/300,0,0,9),c.beginPath(c.fill());-4<A&&(z+=I/a.width/2-.25,A+=C-=.006,B+=Math.min(.5,.2+B/5e3),A<0&-.3<A&J[B+3|0][Math.round(z+3)])&&(A=C=E)},16)
    </script>
    
    7 votes
  13. Comment on My free open source sky atlas app is now available on Google Play in ~space

    KilledByAPixel
    Link Parent
    thanks! i have worked on it for a few months, though it hasn't been my main focus for most of that time. for the future here are some of my plans... full messier catalog get star count up to 1...

    thanks!

    i have worked on it for a few months, though it hasn't been my main focus for most of that time.

    for the future here are some of my plans...

    • full messier catalog
    • get star count up to 1 million
    • live comet events
    • web xr mode

    mostly it's about adding more stuff. if somehow it is wildly popular i could create a paid version with even more stuff and release on ios, but that probably won't happen.

    3 votes
  14. Comment on My free open source sky atlas app is now available on Google Play in ~space

    KilledByAPixel
    (edited )
    Link
    Howdy, I made a sky atlas app that is open source and also now on google play and runs free in any web browser. It has over 100,000 stars and other named objects, nearly everything visible with a...
    • Exemplary

    Howdy, I made a sky atlas app that is open source and also now on google play and runs free in any web browser. It has over 100,000 stars and other named objects, nearly everything visible with a high power binoculars or small telescope. It also has ISS, eclipses, and other events. All totally free without any annoying ads or popups.

    This is just the first major release and I intend to keep improving it. I also just produced a short trailer to demo the features. It would really help to get feedback from experts. What would you like to see added or changed?

    Trailer: https://www.youtube.com/watch?v=V3a-0WrjrPs
    Google Play: https://play.google.com/store/apps/details?id=com.cosmodial.app
    Web App: https://cosmodial.3d2k.com

    6 votes
  15. Comment on Dr1v3n Wild in ~games

    KilledByAPixel
    Link Parent
    Thanks so much! I continue to make updates, definitely will be switching to the virtual gamepad soon, I have all the code in another game, just need to bring it over.

    Thanks so much! I continue to make updates, definitely will be switching to the virtual gamepad soon, I have all the code in another game, just need to bring it over.

  16. Comment on Dr1v3n Wild in ~games

    KilledByAPixel
    Link Parent
    I'll try it but generally my rule is to lean on giving players the benefit of the doubt, so in this case that means after the timer goes 0 you still have a full second left. Though there is an...

    I'll try it but generally my rule is to lean on giving players the benefit of the doubt, so in this case that means after the timer goes 0 you still have a full second left. Though there is an edge case where the timer can run out, the engine cuts out, but then the car is close enough to roll through a checkpoint. that happened to me once in testing, i could make that grace period longer.

    1 vote
  17. Comment on Dr1v3n Wild in ~games

    KilledByAPixel
    Link Parent
    Yes the timer does go to 0 first, i tried it going to 1 and that did not feel good. I am 100% with you on the jungle rocks. I was really tight on time and space for the initial release to meet the...

    Yes the timer does go to 0 first, i tried it going to 1 and that did not feel good.

    I am 100% with you on the jungle rocks. I was really tight on time and space for the initial release to meet the competition deadline, but now rework some of these area. i also thought the collide sound may be a bit irritating, ill tweak that too.

    Eventually I will be adding more gameplay mechanics, speed boots, turbos, etc. I have set up gearing systems for car sims before, just takes time and tweaking and it will add a lot to the subtle feel of acceleration. The engine sound will also be improved, i had to do it a crappy way to save space. I will try to get in that dog for you!

    I am down with the "carpg" concept and am thinking along the same lines. After I finish polishing this demo, the next step is building out a metagame so it has a persistent career, upgrades, etc.

    Thanks so much for your great feedback. I'm thinking about putting it on steam sometimes next year, maybe it will be more then just a browser game someday. ;)

    3 votes
  18. Comment on Dr1v3n Wild in ~games

    KilledByAPixel
    Link Parent
    Thanks, that's great stuff. Maybe I will switch to an on screen virtual game pad kind of thing for mobile with buttons for steering on left and gas/break on right. I can also look into lowering...

    Thanks, that's great stuff. Maybe I will switch to an on screen virtual game pad kind of thing for mobile with buttons for steering on left and gas/break on right. I can also look into lowering the draw distance a bit and other culling optimizations to improve frame rate if a user is running on a mobile device. there are a few other things I can do to improve perf now that there's no 13k space limit.

    2 votes