There's nothing worse than having super-optimized SIMD code and never getting a 16-byte aligned buffer to use it on.
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!
I just want to say that as a programmer with no artistic ability, I _love_ seeing artists showing off here. Don't be afraid to post unfinished work, a little technique, or something useless that you intensely admire. We will admire it, too.
Capitalism has demonstrated one thing: a market can be educated into liking something. Let's turn that to our advantage and let's make the market like short games. This way there will be room for more studios to make a living and more people can enjoy games as well.
There's so much about BASIC that you never knew about as a kid, that you learn the hard way when trying to parse it as an adult.
Like this valid program:
x = 1
x(1) = 2
That's right: arrays and scalars are not in the same namespace! Even a "DIM x AS INTEGER" won't prevent this. (OPTION EXPLICIT will, because you have to DIM the array separately.)
Functions override all this: a function named "x" will forbid use of variables named "x".
It’s Thanksgiving in the US. Play an old video game. I plugged in a GameCube and rocked Viewtiful Joe.
As I've been tooting about, I spent some time parsing BASIC. It's not my specific goal with this project, and it's not there yet in any case, but I was wondering if this would be useful as an embedded scripting language for games.
Part of me thinks game developers would thumb their nose at that, in a world with so many high-quality scripting languages within reach, but I don't know...BASIC always has this strange sort of comfort-food feel to me. Maybe others agree.
I was wondering if this place was going to blow up on the weekend, for hobbyists and people building games as a second (full time) job.
OpenAL 1.1 is over 12 years old.
1.0 was designed mostly at Loki, with Bernd, Joe and Michael having constant debates and discussions about the nature of audio and quality APIs.
1.1 was a community effort, with Garin Hiebert managing contributions. Mostly we pulled good extensions into core. It wasn't something that needed big overhauls.
What would go into 1.2? 2.0? Right now I think AL is seen as simple, portable and "good enough," but it's not the most powerful, feature-packed tool in 2017.
@icculus FWIW your comment inspired me to look at Niklaus Wirth's site and his old compiler book has a 2017 edit.
Still thinking on this. I’m sure conventional wisdom of compiler development would just clutch its pearls about mixing phases, but I’m a game developer so I’m like, what? you want me to walk the same tree _twice_?!
Also being a game developer, I see I’m mostly done coding up the usual approach, and I react to refactoring much like Dracula reacts to sunlight, so never mind, ship it!!
I'm beginning to suspect that BASIC is a language where you could be forgiven for doing parsing and semantic analysis in the same step.
Find me an excuse to write parsers for random programming languages forever. I'm _terrible_ at it, but god, it's so much fun.