Sven Andersson (@andsve) profile picture

Software Engineer at @figma Prev: @King_Games, @CrashOnTheRun and @defold. Opinions expressed here are my own.

Stockholm, Sweden
Joined August 2007
Photo by Sven Andersson (@andsve)Photo by Sven Andersson (@andsve)Photo by Sven Andersson (@andsve)Photo by Sven Andersson (@andsve)Photo by Sven Andersson (@andsve)Photo by Sven Andersson (@andsve)Photo by Sven Andersson (@andsve)Photo by Sven Andersson (@andsve)Photo by Sven Andersson (@andsve)Photo by Sven Andersson (@andsve)
After about 1 ½ hiatus from coding on my NES emulator, I managed to hack away on the PPU during the christmas break... and now it actually renders stuff.
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Sven Andersson retweeted
Little iPhone Duo experiment - can I detect which hand holds the phone and move UI so it’s easier to reach? Yes, looks like I can. Requires a little model trained and some calibration by the user, so not sure if it’s feasible as a solution for apps. But nice to play with.
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tldraw is full of stuff like this, little moments where you break the rules in favor of the user. If you’ve never noticed then they’re working
Tell Claude to implement these 3 concepts to instantly make your platformer feel fantastic Each one quietly forgives a mistake the player never notices making 1 Coyote time Players often press jump a moment after running off a ledge. To them they were still on it. A basic controller ignores that press and they fall, and it feels like the game cheated. Let the jump still work for about 6 frames (0.1s) after leaving the ground 2 Jump buffering When chaining jumps, players press jump just before they land. A basic controller throws that press away, so the character lands and stands still. Keep the press for about 6 frames and fire the jump on the frame they touch down 3 Corner correction A jump that misses a ledge by a few pixels hits the wall and slides down, even though it looked like it made it. If the feet are 4 px or less under the ledge top, nudge the player up onto it. The same trick works for a head clipping a ceiling corner Each one is under 10 lines of code but makes a huge difference
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Nibelung is still kicking, I promise! 😅 Work has kept me busy and I’ve been quiet for way too long now, but the game has been moving along in the background. Wishlist on Steam, link in the replies ⬇️ 🙏 #indiedev #gamedev
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Making it easier adding custom user data to the scenes. First, we're adding a C api to traverse data efficiently. Boids example: 100K game objects + model component (instanced) controlled via ecs from C++. Frame ~7ms, ecs ~0.7ms. More optimizations to come... #defold #gamedev
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added an unlockable glass skin for the chess pieces. The upcoming update for Not Chess will be massive! #gamedev #madewithdefold #ゲーム制作
Added a morphing animation for the chess pieces. JUICY!!!! 🧃🧃🧃 #gamedev #madewithdefold #ゲーム制作
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Hello, we now have Xbox support! #gamedev
Defold 1.14.0 has been released! 🚀 This is a big one, bringing XBOX support, new rendering capabilities, a more efficient editor, and much more! Some highlights: 🎮 XBOX! (details will be in a separate post) 📱 Ready for iPhone Duo (safe area, iOS 27, and more) 📈 Support for up to 1 million game objects per collection 🧊 Cubemap render targets for e.g. real-time reflections and more effects 🎨 Redesigned Material Editor ⚡ Reduced editor CPU usage and better performance 🔤 Improved text shaping in editor 💻 Metal - default graphics backend on macOS 🛠️ Shader storage buffers in dmSDK ...and many more improvements and fixes. Happy Defolding! 🧡💙 #Defold #gamedev #gameengine #MadeWithDefold #Xbox #iPhoneDuo #Duo #Lua #indiedev
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Experimenting with radiance cascades for 2D using single-light GI bounce. It's just a tech demo for a future @defold integration / extension, but real-time 2D lighting is really underutilized for 2D games! #gamedev #madewithdefold
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Sven Andersson retweeted
In the early days of GTA1 development, the driving just wasn’t fun. Then Pat Kerr, who is handy with physics but wasn’t even on the team, dropped in some driving code that fixed it. He’s now published a playable demo using those same ideas. It’s remarkable how much it feels like GTA1—especially the handbrake (space). patkerr.co.uk/2d-vehicles/
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This was a really fun project to work on with an awesome team! Figma right inside your coding agent 🤝
Dev Mode is now available in Codex! You can see what’s ready for dev with the Figma plugin and compare to local builds with this new MCP functionality.
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Dev Mode, now in Codex. Available in the Figma plugin.
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Here's your periodical reminder to donate blood if you are able to 🩸🩸🩸 For the Swedes: geblod.nu/
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The theme of the Defold Game Jam 2026 is: CHAIN REACTION ⛓️💥 Interpret it as broadly as you like. It could mean, e.g.: * dominos, explosions, cascading destruction * combos where one action triggers another * spreading fire, electricity, infection, growth or magic, skills * production chains and interconnected systems * characters, events or stories influencing each other * unexpected or expected consequences of choices * something built around cause -> effect -> another effect * and anything else that you can interpret as chain reactions :smiley: The theme is there to inspire you, not restrict you - surprise us with your interpretation! You have 2 weeks. Good luck, have fun, and make something amazing with Defold! 🧡💙 Find the banners for Defold Game Jam, when you'll be posting and sharing stuff on social media and blogs (use hashtags #DefoldGameJam and/or #MadeWithDefold)
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Sven Andersson retweeted
For the last 15 years, I've been building tools for Maya. About 12 years ago, I started rethinking Maya from the ground up and wrote a plan to reinvent every tool. The original dream was a single, all-in-one product that would change everything, and I spent years working toward exactly that. But a product that ambitious was always years away. So rather than make you wait, or just release small products, I decided to release it the way it should have been all along: as a series of focused tools, each one reinventing a different part of Maya. This is the first: a sculpting toolset that brings powerful, GPU-based modern sculpting right inside Maya, no round-tripping to another app, no breaking your workflow. And this is just the beginning! cgelementary.gumroad.com/l/C…
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Sven Andersson retweeted
We’re happy to announce another sponsor for Defold Game Jam 2026! 🎉 Kenney is joining the jam and sponsoring rewards for the best games! @KenneyNL provides resources for game developers, offering thousands of high-quality 2D, 3D, UI, and audio assets completely free to use in your projects 🩵 Thanks to Kenney, the top 4 games in the jam will each receive: 🎁 Kenney Game Assets All-in-1 🎁 Asset Forge Deluxe
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Sven Andersson retweeted
NoGraphicsAPI is released (MIT license)! It's a low-level Vulkan 1.4 wrapper using latest extensions (BDA, descriptor heap, device address commands, unified image layouts) to get as close as possibly to my No Graphics API blog post and SIGGRAPH 26 talk. github.com/sebbbi/NoGraphics…
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Sven Andersson retweeted
Spent 3 weeks building a texting app slower than email. Messages fly at pigeon speed — LA to NYC takes 22 hrs. Sometimes the bird dies & the message isn’t delivered.
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Sven Andersson retweeted
really feel this sometimes
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If you’re not following this account of a Japanese man abroad in America, you should be.
I needed to move a sofa. I mentioned this to an American. He said, "You know anybody with a truck?" I did not know anybody with a truck. He looked at me with real concern. Not pity. Concern. The way you look at a man who has told you he does not have a name. "You gotta know somebody with a truck." I asked how one acquires such a person. He said, "You just do." This is the third time I have received that answer in this country. It is the answer to everything here. You just do. There is no process. There is only the eventual fact of having. He said, "Ask Kevin." I do not know a Kevin. He said Kevin like I should. He said it the way you say a shared uncle. I met Kevin four days later. Kevin owns a truck. Kevin does not own a truck for himself. Nobody owns a truck for themselves. Kevin owns a truck for a fifteen mile radius. Inside I said: THIS MAN HAS TAKEN A VOW. HE DID NOT ANNOUNCE IT. HE SIMPLY PURCHASED A BED AND ACCEPTED THE CONSEQUENCES. Kevin arrived on Saturday. He brought the truck. He also brought a second man. I had not asked for a second man. The second man's name is Tony. Tony came because Kevin came. Tony did not know me. Tony did not ask what we were moving. Tony brought gloves. They moved the sofa in eleven minutes. I offered them money. Both of them laughed at the same time, which felt rehearsed and was not. I asked what I owed them. Kevin said, "Buy the pizza." That is the price. That is the entire economy. The truck costs one pizza and the pizza is not negotiable and the pizza is also not expensive and everyone knows what size. Inside I said: THE FEE IS FIXED ACROSS THE ENTIRE NATION AND WAS SET BY NO ONE. We ate on the floor because the sofa was against the wall and none of us wanted to be the first to sit on it. Tony told me his daughter plays soccer. I asked if she is good. He said, "She's aggressive." I still think about that. Three weeks later, Kevin texted me. "You free Sunday? Helping Tony move a fridge." He did not ask if I wanted to. He informed me of a fridge. Inside I said: I HAVE BEEN CALLED UP. I DID NOT ENLIST. THE PAPERS WERE FILED ON MY BEHALF. I went. I moved the fridge. I have no truck. I contributed only arms. Afterward, a man I had never met asked me if I knew anybody with a truck. I said, "Yeah, I got a guy." I have a guy. I am somebody's guy now, too. Tony has told two people about me. He describes me as "the guy who's strong for his size." I have never been prouder of a sentence in my life.
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Here's an interactive example running in #defold game engine. Including a voronoi split screen example jcash.github.io/defold-voron… #gamedev
Updated my header-only C #voronoi library with many performance and robustness fixes. github.com/JCash/voronoi/rel… #gamedev
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Sven Andersson retweeted
Almost got Cursor Agent running natively on N64, just need to pull the trigger on the flash cart and randnet keyboard
Spend the afternoon controlling Claude Code with an XBOX controller and a microphone Extremely fun, and pretty productive
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