@steeve@ocornut Not quite - it’s a custom parser based on Ply that turns the header file into a DOM and then manipulates that to convert it from C++-style into C-style whilst retaining (as best it can) formatting etc.
@okonomiyonda Guilty as charged. Sadly didn’t spot any FPGA books this time, but I’m sure there were some about! (Didn’t get a huge amount of time to hunt, sadly)
@okonomiyonda That’s the _exact_ thought process that lead to me writing a software VU+GS emulator back in the early 2000s. A hardware one would be so much cooler, though… So just do it! For science!
Finally released: The GB Interceptor.
An open source rp2040-based adapter that goes between your (unmodified) Game Boy and the game cartridge to record or stream your gameplay via USB.
Video: https://t.co/oFfnMs0fOn
Details: https://t.co/xxyjXCZWRs
The Book of CP-System is now available in paper version,
https://t.co/frjoXNKRM7! It is 240 pages to learn everything about the hardware and software powering Capcom '90s arcade titles such as Street Fighter II, Ghouls’n Ghosts, or Final Fight.
Announcing 'Dear ImGui Test Engine' + 'Dear ImGui Test Suite', available now.
- automation/testing for Dear ImGui apps
- run in your live app or headless on CI;
- run at robot speed or simulated human speed;
- export screens/videos for e.g. generating docs
https://t.co/PtIlcmFGy4
Floating Cloud God is coming to Nintendo Switch!
Floating Cloud God: Anniversary Edition is redesigned and rebuilt with new abilities, huge visual upgrades, remixed audio, streamlined stages, and more!
It's The Divine Redesign! Available November 24th!
https://t.co/3xFFISiglK
Announcing "Dear Bindings" by @CarterBen:
- generate C API for Dear ImGui (w/ full comments)
- generate metadata for other tools to generate own bindings for other languages.
https://t.co/oj3nxqnuAY
(1/2)
Excited to reveal what I've been up to!
I left Epic to co-found Noodle Cat Games, where we're trying to find a better way to work by weaving trust, creativity, and empathy into everything we do. We think a great culture will lead to great games.
https://t.co/E5mwq3uOek
Hardware raymarching a 3D #fractal while racing the beam at 1080p? Sure thing!
A 324 stages pipeline implemented on #fpga with #Silice happily walks along each pixel ray (190 steps), rendering 1920x1080 at 60Hz
No CPU involved. Inspired by #demoscene raymarchers. de10nano board.
Stunt Car Racer Pro was a fantastic looking sequel to Geoff Crammond's 1989 classic. Developed by Simergy and Lost Toys in 2003 for PC, Xbox and PlayStation 2, it was sadly never picked up by any publishers at the time.
https://t.co/BIn0Qvp6E5
I'm excited to share the first installment in my History of the ARM chip, now live on Ars Technica!
https://t.co/2FBRngF22C
If you ever wondered how your smartphone became so smart, it's because a ten-person team at a tiny company in Britain did something impossible...
Somebody recreated the Burnout Dominator intro movie using stop-motion Hot Wheels cars and I am eternally grateful. FAO my fellow Reckless peeps.
https://t.co/mKNEbg8G10
@DeanoC If it’s any consolation, “back in the day” I found myself in a situation where I had a Megadrive and no joypad… but I did have a SNES joypad and an Acorn Archimedes. So, erm, end result: an entire computer just translating serial pad data into multiplexed so I could play Sonic.