Excellent notes on Rust from @federicomena "I think it's one of those languages that make you a better programmer and that let you tackle more ambitious problems." https://people.gnome.org/~federico/blog/rust-things-i-miss-in-c.html
finally got around to organising the Runtime Compiled C++ alternatives page listing solutions in this space:
Feedback v.welcome, especially if you're one of the listed authors/contributers or want your method linked to.
Our UI engineering team at InfinityWard has an open position. We make pretty cool AAA games and we don't bite!
JUMPMAN (RUNHELLO.COM, 2008) — RETRO-FUTURISTIC GRAVITY-WARPING PLATFORMER — VR VERSION
Current Brogue montage music https://open.spotify.com/track/7flNGDwm2FrYNEyO9Xp2OF?si=ycBVffziQFamnnscl-Xxcg
It's these little victories that erase the frustration leading up to them.
Still much to do before this is sharable (need to modify the game loop to work within the confines of the browser frame request hooha)
Almost done with this, just gotta put something to cover his butt! #blender3d #GhostKnightVictis https://mastodon.gamedev.place/media/3pIIsf1Mf-QZyk8XdAw
Lordy lordy I'm so tired and all I want is for CLion and emscripten to play nicely.
Why? Because apparently this is a good use of my time instead of actually trying to get this side project moving anywhere.
I thought I'd just "port" Brogue to WASM.
RT @email@example.com: Hey all! Finished a contract, and am looking for freelance work as game urbanist, virtual city planner/consultant. I've worked on cities for projects like The Sinking City, and with lovely people like Irresponsible Games. RTs deeply appreciated. Thanks! https://www.game-cities.com/
NVIDIA: Nouveau developers discussing their limitations and struggles dealing with delayed drops of signed firmwares and features they are unable to support without Nvidia's help
AMD: actual AMD staff presenting their latest open source Vulkan driver, their committment to maintaining their drivers in the upstream kernel with day-one support for new products, and inviting the community to contribute
Hi I recently implemented a purely GPU based version to create ribbons/trails using OpenGL + Transform Feedback. I works well but I'm not super happy with the implementation. I'm looking for alternative ways and wondering if someone has done something similar? Some screenshots: https://imgur.com/a/of6tn
Happy for friends who were involved in the Falcon Heavy launch. We can talk larger issues tomorrow, that sure was 10 impressive minutes. Congratulations to everyone who worked hard for it to happen.
Voxel editor Show more
I've written a devlog post about our progress with Avoyd in the last year, for those interested: https://www.enkisoftware.com/devlogpost-20180206-1-Voxel-Editor-Evolved
After my post last week about using arrays of textures to centralize texture bindings in vulkan, I wanted to see if I could do the same for uniform data.
It turns out you can - even if your shaders use different uniform buffer data (you just have to keep the uniform buffers the same size)
I wrote a tutorial/blog post thing about it here: http://kylehalladay.com/blog/tutorial/vulkan/2018/02/05/Bind-Once-Uniform-Data-Vulkan.html
@alannoon: NEW GAME JAM ANNOUNCEMENT:
-Open theme. Any engine/tech.
-Must be a parent, +35 years or older preferred.
-Only allowed to work 3 hours a night between the hours of 9pm-3am
-Jam runs for the next 15 years.
Lol, debugging UE4 projects in VS Code works!
I'm a fan of the side talking debug windows, but you know... If you want something quick and dirty...
Code completion is sorta working. It'll at least bring up suggestions when I hit ctrl-space. Peak definition and Goto definition do work, though.