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#sdl

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I'm loving the smooth trails this "ribbon" renderer creates! It dynamically builds a mesh from the ball's past positions. The faster it moves, the more opaque the trail becomes. Plus, it keeps spacing even unless there's a sharp turn!

The first step into procedural animations, hopefully to achieve more natural animations, it's the "look at position": the plan is allow the players to keep their eyes on the ball or on the aim position while performing other actions.

Continued thread

Over the past three weeks, I've focused on relearning Blender animation workflows and adding new engine features: animation blending, an improved lighting system (using the closest 4 spotlights), and material system support for specularity, Fresnel, and transparency.

So I just moved the vapis to @Codeberg migrating from Github was actually pretty easy!

codeberg.org/edwood-grant/sdl3

I also added a new GPU rotating colored cube example. So this makes the whole thing a bit more complete 😛.

I will probably just make the github repo either a mirror or just leave a message on top pointing the the actual repo in codeberg.

I mean it makes sense to have this project outside of big tech. I feel that, at least for me, is important.

I was thinking of moving the vapis onto ether sourcehut or codeberg...

I mean if the main objective is to really divest as much as possible from big tech, github must be one of those.

I was thinking to leave codeberg for public projects and pay of sourcehut for private repos. Makes sense in general.

I would probably leave a github mirror for the vapis for the sake of availability, but in the end just trying to divest as much as possible from US hosted tech.

FLOWBLADE 2.20 released. This powerful video editor now uses SDL2 video playback for Flatpak on all systems with MLT 7.30 or higher. But video playback for native Wayland without XWayland or for GTK4 does not currently seem possible with SDL.

Muahahaha! Working on the Vapis

So, after changing a bunch of things in the vapis, pulling my hair understanding the SDL3 GPU (is this one of the easy ones? by the gods!), and ensuring things are actually working in the vapi.

But I finally did it. I got the SDL TTF GPU test program work on vala! It needs a ton of cleanup and put in comments, but it works!!! 🎉.

It took me a while because Graphics are hard to grasp, and also real life. I'll upload it as soon as I can.

Continued thread

Now, I have to choose a path. As much as I love working on my framework, I have to face the fact that my time is finite and limited, especially with a day job, a family and my ADHD. Also, I'm not the fastest coder in the world and making progress that way is painfully slow.

Woot! Managed to compile and run the first GPU sample in and

It took me a while to fix some structs and stuff in the binding and understand better ownership of everything in vala, especially when pasing things like structs to arrays and whatnot.

But at least it works now! Not sure about leaks but oh well, I'll check later.

I'm going to rest now and later clean it all up and upload to the repo, but feel accomplished in making it work. 😀

I'm getting clobbered trying to implement the bindings GPU samples. I'm adapting/stealing them from TheSpyDog's SDL GPU samples github.

Not a graphics programmer and relatively new to vala, so its been interesting.

Was getting a crash and I forgot that I can debug the executables with GDB on terminal, which is nice.

Ran GDB, one look at the stack and the line of code and the solution was obvious lol. This happens because I'm a caveman and I rarely use a debugger.

A bunch of more news! From the bindings workshop!

SDL_ttf has been implemented! 🎉

I even added a simple example that shows fallback emoji fonts!

This needs more examples though to really show how to use SDL_ttf on Vala with better feature like test engines, GPU and more.

Check it out here: github.com/edwood-grant/sdl3-v

GitHubGitHub - edwood-grant/sdl3-vapi: Vala bindings for SDL3Vala bindings for SDL3. Contribute to edwood-grant/sdl3-vapi development by creating an account on GitHub.