Ludovic Chabant

Projects

Here are some of my coding projects:

  • Gutentags: a tags file management plugin for Vim.
  • Lawrencium: a Mercurial plugin for Vim.
  • Sourcehut: I help out with Sourcehut's Mercurial hosting.

You can find more projects of mine on BOLT80, my coding portfolio.

Contact

To get in touch, toots or emails are best (depending on the length of message). Here is a more exhaustive list:

My code is on Github and Sourcehut.

Latest Articles

I post articles infrequently on The Stochastic Game, my personal blog. Here are the most recent entries:


UE5 Gameplay Cameras: Pre-Blending

This is the fourth post in my developer diary about the Gameplay Cameras (GPC) plugin for Unreal Engine. I skipped last week because I was too busy! This week let’s pick up on something I alluded to last time, which is “parameter pre-blending”. As always, everything I’m showing here is work-in-progress, scheduled to ship in […]

UE5 Gameplay Cameras: Parameterization

This is the third article in my developer diary about the Gameplay Cameras (GPC) plugin for Unreal Engine 5. It comes a day late because my workspace is in the middle of a big refactor — nothing compiles and I can’t take screenshots! 😅 In the end, I used some old screenshots and videos I […]

On TTRPG First-Looks and Unboxings

Lately I’ve seen a bit of criticism about TTRPG “reviews” that are mostly about flipping through a book and sharing first impressions. I do agree that it’s wrong to call those “reviews” but frankly, most of their authors actually call them “first looks” or “unboxings” anyway, so I’m pretty sure they are aware of that. […]

UE5 Gameplay Cameras: Asset Changes

In this second developer diary post about Unreal Engine’s Gameplay Cameras plugin, I want to talk about the most visible change you’ll see in 5.6, which is how camera assets are organized. In UE 5.5, you have the Camera Asset which contains the Camera Director, the Shared Transitions, and a list of Camera Rigs that […]

Notes on Numenera

Numenera is a science-fantasy game set in the far, far, far distant future, with some lightweight and somewhat original system, all written by Monte Cook. On paper, it ticked a lot of boxes for stuff I’m interested in, so I brought it to my Friday group a few years ago. We played a dozen sessions […]

UE5 Gameplay Cameras: Developer Diary

Since early 2024 I have been partially working on a new project at Epic Games: a “proper” camera system for the Unreal Engine, so that anybody can make cool-looking cameras for their games! It came out with UE 5.5 a couple of months ago, albeit in a firmly “Experimental” role, and is somewhat unimaginatively named […]

Some Notes on Mutant Year Zero

In this second “Notes on…” article, we’ll look at another game my Friday group played for a few months on a weekly basis: Free League’s Mutant Year Zero (from now on referred to as MYZ).

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Latest Microblogging

Here's my microblogging feed, published on my blog, and syndicated to Mastodon and Bluesky:


Some new TTRPGs use prose for making characters, but remember 25 years ago when QuestWorlds (then called HeroWars/HeroQuest) did that? You wrote a paragraph about your character, and gave scores to nouns/verbs. Such an innovative design by Robin Laws and Greg Stafford.

The HeroWars and Glorantha books from the French edition of the game, published in 2000. This was my first contact with both narrative rules and the world of Glorantha, and I absolutely did not understand either :D

I forgot to share what the February drop of our chocolate subscription looks like! For you chocolate lovers out there.

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