Bio

French student, MPI* Champollion, Grenoble

Stats

2
Projects
7
Devlogs
65
Votes
1
Ships

Coding Time

All Time: 27h 12m
Today: 0h 0m

Member Since

June 30, 2025

Badges

1
🚢
Maiden Voyage
you shipped your first project! the journey begins...

Projects

2
RayBagnole

RayBagnole

Shipped
7 devlogs • about 1 month ago
LIDAR-based pathfinding
0 devlogs • about 2 months ago

Activity

Xoychte
Xoychte worked on RayBagnole
24m • 12 days ago

Updated all itch.io versions, fixed a dumb file path error, it should now work properly, removed old bugged versions

Update attachment
Xoychte
Xoychte worked on RayBagnole
1h 25m • 12 days ago

Did some research on how to handle engine RPM and decided after a while to add a basic system: we assume the wheels do not slip and just reverse compute using longitudinal speed, gear/differential ratio etc..
(which is obviously wrong but serves as a temporary solution)

I then used it to add a tachometer (inspired by the Art of Rally style) to make the UI look a bit less bland.

Xoychte
Xoychte worked on RayBagnole
3h 1m • 15 days ago

Spent some time trying some things, then deciding to have some fun and add drifting visuals

Xoychte
Xoychte worked on RayBagnole
1h 56m • 18 days ago

Spent way too much time compiling the game into webassembly for itch.io, it runs awfully and I needed to sacrifice some features but that's better than nothing.

Also added a gearbox (currently 6 speeds + reverse + neutral) but haven't yet implemented engine RPM so first speed is currently the fastest.

Next goal is adding a basic track to go around (maybe even without collisions) and engine RPM

Update attachment
Xoychte
Xoychte worked on RayBagnole
1h 43m • 22 days ago

The game should now be able to adapt in fullscreen most of the time, added a speedometer (just displaying as a text currently) that follows the camera as a UI element. Next goal is to make a revving/RPM system that should work in pair with the engine specifications and add a tachometer.

Update attachment
Xoychte
Xoychte worked on RayBagnole
5h 7m • 29 days ago

Continuing on with physics, the car now starts feeling somewhat driveable, decided to compile a playable demo in which you can drive the car around using the arrow keys, a lot of test inputs are still there, I just went for a quick ship to see how i could host my demo, decided on posting the executable on itch.io

Update attachment

Finally reached a acceptable base to work on, the body of the car (currently a symmetric quadrilateral) is correctly displayed, tires are also working even if they do not currently have an effect on physics.

I added some physics but they were mainly for testing and need a complete cleaning to feel correct, the main difficulty is engine torque/RPM calculations and tire physics (weight distribution and friction)

Update attachment
Xoychte
Xoychte created a project
43d ago

RayBagnole

A racing game made in C using Raylib which aims to offer a simple but enjoyable driving experience. The twist is that the player gets to make their own car, using the many pieces they obtain through missions: engine, turbocharger/supercharger, body size and shape, and so on, adding depth to the game. In order to remain accessible and make it easier to code, customization aims to be easy, the pieces being geometric shapes that just need to be placed in the car's body. ⚠️Customization is the final goal of the game, it'll be implemented after all base components of a car sim are in game⚠️

RayBagnole
7 devlogs 0 followers Shipped
Xoychte
Xoychte created a project
46d ago

LIDAR-based pathfinding

Made for my 2025-26 TIPE, the idea being to use the LIDAR HD data collected by the IGN (in France) to calculate the shortest path from A to B with constraints on things like slope, checkpoints to pass at, etc... Finally I will be using raylib to make nice pictures to show the path and maybe even walk it.

LIDAR-based pathfinding
0 devlogs 0 followers
Xoychte
Xoychte joined Summer of Making
46d ago

This was widely regarded as a great move by everyone.