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.
Celeste at GamesDoneQuick (SGDQ) vod links!
Don't miss these, they're incredible.
Celeste Any% race TGH + yoshipro (~36m)
Celeste dev+runner interview (~13m)
Celeste TASBOT Any% (~28m) + all C Sides (~5m)
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
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:
I build these things with support from my patrons, so if you like these things, throw in a few dollars!
hmm not what I was going for but still neat
Useful for procedural generation, spawning things from lists and much more!
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 - https://twitter.com/___discovery/status/975891257938587649
Celeste came out today! It's a super tight platformer with a heart and an assist mode. It's out on PS4/Switch/Steam and tomorrow Xbox One.
I wrote over 4000 words about the game design of Golf Story from a mechanical consistency perspective!
You can read about it here. You don't have to have played, and no real spoilers.
I enjoy working in c++ in a portable codebase. Sometimes I'll spend a long time fighting with the language and compiler to achieve an elegant user facing API...
When I succeed I'm struck with the realization it's likely not portable/adds complexity, so I delete it (victoriously)
Great read, an interview with Tim Sweeney on the first version of UnrealEd
happy new 2018!