"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.
#LDJam, but for open source gaming tools.
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!
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".
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.
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.
Stick it in the camel and go.
Game development! Discussions about game development and related fields, and/or by game developers and related professions.