I wrote an OpenAL debugging tool! It's like ApiTrace for audio!
Details, downloads, and Batman wrestling with a bear are here: https://www.patreon.com/posts/29401374
New build of DragonRuby Game Toolkit! Lots of little improvements, one big-ass quake-style console: https://youtu.be/hHgV11F2ZPY
We took the engine we built for A Dark Room and turned it into a game toolkit! Write 2D games in Ruby, blast them out to a bunch of platforms!
I'm giving a download key for the toolkit to everyone pledging >= 20 bucks on Patreon when they run the credit cards in a few hours, even if you drop your pledge right after.
Details on the game toolkit and why it's awesome are here:
Five-minute whirlwind tour of The Big Idea of the thing:
The AMA we did for A Dark Room: https://www.reddit.com/r/NintendoSwitch/comments/bch87k/hi_im_amir_rajan_i_made_a_dark_room_for_nintendo/
The Patreon post about how this happened:
So Amir Rajan and I shipped A Dark Room, a game we rebuilt from scratch for the Nintendo Switch. After a hectic launch day, a few hours later in a quieter moment, I found myself realizing: holy shit, I shipped a console game I wrote from scratch.
I've been doing this for 20 years, and I _know_ this is a shitty metric, but goddamn, I felt totally legit yesterday.
Seven bucks, y'all: https://www.nintendo.com/games/detail/a-dark-room-switch/
"This started out, like a million other heroic engineering projects, as a refusal to use the proper tools for the job." https://www.patreon.com/posts/21856507
Been rewriting SDL's 2D render API to be faster (and my god, it's _faster_), but this is taking _forever_.
I redesigned it so the high-level interface can batch up draws and do them all at once--presumably all stuffed into a big vertex buffer--but it's taken like a month to convert all the backends (D3D9, D3D11, GL, GLES1, GLES2, software, and ...PlayStation Portable homebrew for crying out loud).
Almost done now, finally!
Last year, I got Unreal Tournament '99 and Unrealty running in web browsers. I would love to see more Unreal Engine 1 games on the web. Do you work for a company that owns a UE1 title? Hit me up.
Technical details on all this: https://www.unrealty.net/icculus-emscripten-ue1
So I enabled Forsaken's Vulkan renderer on the Mac (via MoltenVK) and my god, it's FAST. You can feel whatever you want about Apple abandoning OpenGL (I probably share your feelings) but moving to Metal or Vulkan on that platform is a massive win that's available to you right now. Even if your game _shouldn't_ benefit from Vulkan it might still be a big boost. Wild times, y'all.
Single game review etched in my mind: Rock Paper Shotgun's review of Pathologic. This made me want to track down this game so badly.
(ice-pick lodge is in the process of rebuilding Pathologic in Unity3D, fwiw.)
"Five bazillion buffer overflows and one near-fatal failure to convert from degrees to radians later, I presented the interpreter as my senior exit project, and of course it crashed the MS-DOS machine halfway through the demonstration, but not before producing something like this...which impressed everyone just enough that bringing a 486 and CRT monitor to school on the bus were worth it." https://www.patreon.com/posts/project-sdl-2-0-20211701
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!
Stick it in the camel and go.
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