Physically Based Rendering: From Theory to Implementation is online, with plans for annual updates supported by patreon.com/pbrbook/

Hey, so I gave a talk at Queerness and Games Conf this weekend on making your own programming language, and it's up on the #QGCon Twitch page!

The talk went over the power dynamics of making your own language, why small-scale languages can be useful in game dev, and there's a demo of making a simple language interpreter (embedded in a JavaScript game).

You can see the slides and the code from the demo here: mcclure.github.io/qgcon-2018/

You can watch the talk here:
twitch.tv/videos/316750486?t=0

Hello! I'm Jonathan. I've shipped games on mobile, PC and console wearing lots of different hats, though "tech artist-illustrator" best approximates my current skillset.

I'm all about and , and look forward to sharing my progress. I'll play a bit of everything, but I love games that tug on my heartstrings.

If anyone is going to siggraph and wants to meet feel free to ping me on here or email or twitter. I'll be in the vicinity.

RenderDoc v1.1 is now out! This release focusses on improved API and OS support, as well as a boatload of bug fixes.

github.com/baldurk/renderdoc/r

Celeste at GamesDoneQuick (SGDQ) vod links!

Don't miss these, they're incredible.

---

Celeste Any% race TGH + yoshipro (~36m)
twitch.tv/videos/278099010?t=2

Celeste dev+runner interview (~13m)
twitch.tv/videos/278099010?t=2

Celeste TASBOT Any% (~28m) + all C Sides (~5m)
twitch.tv/videos/278709777?t=2

had a few minutes and was curious what it takes to wire up dear imgui properly in my engine (luxeengine), really not much! not using it for anything right now (I have my own UI) but it'll be a nice to have

if you use and are on the code side, you should almost definitely have read this! A lot of the why, how and where, all turned inside out.

blaenkdenum.com/notes/unreal-e

--->

Been busy since my last visit!

We have SDL2 and PhysicsFS ported to the Nintendo Switch! If you have Switch access at developer.nintendo.com, hit me up for source code!

Also, I wrote a single-C-file, zlib-licensed OpenAL 1.1 implementation:

patreon.com/posts/project-mojo

I build these things with support from my patrons, so if you like these things, throw in a few dollars!

patreon.com/icculus/

"List blueprint assets by type from a path" in / - c++ code for c++ & blueprint use.

Useful for procedural generation, spawning things from lists and much more!

notes.underscorediscovery.com/

I'm grateful for the responses to this! sorry for the tweet link but I posted some analytics and stats if you're curious about that - twitter.com/___discovery/statu

I'm excited to finally have the new luxe engine website up, detailing what we've been up to with the engine!

You can see it all here! as always thoughts and feedback more than welcome

luxeengine.com

<3

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