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Sos Sosowski

My talk about making an ultra-portable game engine from scratch has been voted the best talk of the GiC conference!

Watch it here: youtube.com/watch?v=2cOqAHzIfQE

Talking about McPixel 3 Engine that I wrote from scratch in C.

It has been ported to Windows, Max, Linux, Switch, Xbox One, Xbox Series, PS4, PS5, iOS, Android, Windows 95, Raspberry Pi, FreeBSD, Haiku OS, RISC-V, Windows 3.51, MS-DOS and Linux Terminal with ease.

@sos No WASM/Browser target?

(I'm wrestling with that at the moment, it sucks)

@Farbs
Of course there's a WASM port ;)

mcpixel2.com/

The docs were scarce, but once I got SDL2 to work it jsut snapped! (that's software rendering!)

www.mcpixel2.comEmscripten-Generated Code

@sos Great talk! Most of these things I've been preaching in my talks for years as well 😁 Worth adding is that heap corruption detector in VS is just AddressSanitizer; I find the best experience for C developers to be found on GNU/Linux as you can make full use of ASan, LeakSan, UBSan, MemSan and ThreadSan. Windows is quite behind (catching up, but slowly), and those tools are like version control - you can't believe that you ever lived without them once you get used to them.

@sos One more thing worth stressing out - most of what you were talking about applies well also to many other kinds of games than software rendered ones! Rolling your own tech is also perfectly viable for many high-res 2D games. Writing a simple GPU accelerated renderer for those is something a single dev can easily handle, but there's also plenty of ready made portable stuff to pick and match :) Allegro's OpenGL renderer alone handles a dozen different platforms in my projects.

@sos This talk was really informative, and absolutely delightful. Thanks for sharing it!