@willnationsdev hey there :D I am working in commercial games mostly; in the mean time I maintain half hundred of open source libraries. I am also coding a generic 3D editor (mostly generic 3D+json in/output), a portable data pipeline (with Lua) and an unlicensed engine (in C). Here you have some old pics of an internal branch: https://mastodon.gamedev.place/media/d2gfUYY8LtVQG9uwdOY https://mastodon.gamedev.place/media/hFgA8fJ9ln3wbonRhVU https://mastodon.gamedev.place/media/hvko_WCmaTLypHc1XZA https://mastodon.gamedev.place/media/C8iJg0PckZpXmBcj0hI
dear imgui: a few weeks ago I resumed work on docking. Decided to rewrite my docking branch from scratch as it had too many issues. Now working on making docking v2 the one that will be released. (GIF: merging any window into another by holding SHIFT.)
How I am doing C reflection these days. This (4th) version is around 160 LOCs and yet it handles pointers and nested structs. Well, kinda.
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!
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
I code and port videogames. Previously on RiME, The Sexy Brutale, The Invisible Hours, Crypt of the Necrodancer, Gods of Rome, Asphalt Overdrive, NOVA Legacy...
Game development! Discussions about game development and related fields, and/or by game developers and related professions.