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: Upgrading to 5.7

Oh hey, look at the time! Another post in my developer diary for the Unreal Engine camera system, and a whole release went by that I haven’t posted anything about. Oh well, let’s see if I can pick the pace back up later. In the meantime, here are some notes and highlights for the Gameplay […]

Some Notes on Traveller

These past few years I’ve been catching up on a lot of classic roleplaying games that I’ve never played before, despite having several decades of play behind me. One of those was Traveller, so I was happy to finally run that with my Friday game! We ran about 15 sessions, across four scenarios, plus the […]

UE5 Gameplay Cameras: Upgrading to 5.6

This is the eighth post in my developer diary for the Unreal Engine camera system. Since the UE 5.6 release has just gone out, I figured I would write a little bit about what to expect if you’re using the early UE 5.5 Gameplay Cameras experimental plugin. While the GPC plugin is still flagged “experimental” […]

Some Notes on Mausritter

Mausritter is a TTRPG in which you play little adventuring mice trying to survive in a world of big dangers. If you’re a fan of the excellent comicbook Mouse Guard, you should already be hooked! The system is as minimalist as its protagonists, with low-prep two-hours adventures, so we played this a dozen times as […]

UE5 Gameplay Cameras: The Basic Design

This is the seventh post in my developer diary for the Unreal Engine camera system. Since the last post was a super high level view of what the system is supposed to be, I figured I would just go down one step for this article and share some notes about the general design. This might […]

UE Gameplay Cameras: A Modernization of Camera Systems

This is the sixth article in my UE Gameplay Cameras developer (GPC) diary. Last week I wrote about one of the first decisions I had to make when I started this work, but I realized I could write about the very first decision I had to make: the decision to start making a camera system […]

UE5 Gameplay Cameras: Node Evaluators

This is the fifth article in my GPC developer diary. Gameplay Cameras (GPC) is a camera system for UE5 that started shipping with the engine as part of version 5.5, but is still in its “experimental” phase. We plan to have it in “beta” with 5.6, and “production ready” with 5.7 or 5.8 depending on […]

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Latest Microblogging

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


Well that’s it, I left my Ultima cloth maps with the shop that will do custom frames for them. Can’t wait to see those maps on my walls!

Ultima cloth maps on a table with some various frame style samples around

Dolmenwood has arrived in Western Canada! There was a cloth map involved so of course I had to get on the Kickstarter… 😅

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