We just pushed a new version of esoterica to github. This is the culmination of around 2 years of work. Massive improvements across the board most notably a modern DX12 renderer.
If you want to build your own engine, it's a great starting point!
https://t.co/wP0aYNCE0f
I’m happy to announce the release of a new open source 3D physics engine called Box3D. I’ve been working on this project for a few years now, but it represents over 20 years of experience writing physics engines for games. Read more here: https://t.co/2d9aVuUsxj
🪄 "Stardew Valley Meets Wizard School" — New Witchbrook Details Revealed
Highlights include:
— You'll have to pay your tuition, earning money by running a business;
— A full school system with classes, homework, exams, a library, and graduation;
— Lessons unlock new spells, recipes, and magical abilities;
— A wellbeing system affected by grades, friendships, sleep, and everyday choices;
— Plenty to do outside class, including cooking, gardening, dating, decorating, and building a career;
— The first in-game year alone will take 40–50 hours to complete;
— 4-player co-op is supported.
Witchbrook launches later this year.
It's been a long wait, but Sophie Decroisette, the head writer, and Jérome Mouscadet, the director of Code Lyoko, will be getting interviewed on June 12th!
Apparently there will be some "exclusive reveals" that might be taking place???
I'M HYPE AF
LET'S GOOOOOOOO
"The stack" is a per-thread address space range, dynamically reserved by a kernel when a thread is created. The reason why "stack" is often presented as preferable to "heap" is that, when using a thread's stack, the expensive part of allocation - address space reservation, and preparation of physical pages for backing the address space - has already been performed when the thread was created.
But kernels also provide mechanisms for doing your own address space reservation (mmap, VirtualAlloc), and there is nothing stopping you from using these to do bulk allocations up-front to create your own stacks. This can make common case allocations as cheap as "the stack", but the advantage is that you now control the semantics and lifetime of the stack you've created. Thus, it does not need to be coupled to - for example - the lifetime of a scope or function, as the thread stack is.
The "stack versus heap" dichotomy is an unfortunate mythology because it seems to, in practice, communicate the idea that when a thread stack is insufficient for some purpose (allocations must exceed scope boundaries, allocations may need to exceed thread stack limits, allocations require more fine-tuned reserve/commit behavior, and so on), then the only alternative is the heap, particularly for very granular allocations.
This is, again, a mythology, and it has confused the C++ world in particular for decades.
A quick and easy way to start making something fun in C:
1. Clone this repo: https://t.co/vebBJZVJ7y
2. Download tcc and unzip it https://t.co/DQLGASSB6J
3. Execute `tcc\tcc source\main.c`
You now have window that you can plot pixels in - all you need to get started 🙂
Update 6 Released for Mesh2Motion! 🎉
✨ Explore page to view all animations
✨ Added a few animations for bird and fox
✨ Better control rigs for animators
Full release notes: https://t.co/OgRfSTK6qJ
Try it out: https://t.co/5rhFRbpMvC
Would love feedback
@Polpolpolin O mi caso favorito, que te aparezca un piso para alquilar, que *actualmente esté ocupado* y que te ofrezcan la fabulosa oferta de 25 euros menos por la molestia (seguían siendo 700 euros)
Hi! We're Remulla! And we're currently working on: ⭐️KACHIN!
👕 Play minigames to make custom t-shirts 👕
🌟 Discover your client's stories 🌟
🕵️♂️Face your past... 🕵️♂️
🔫🦖Dinosaurs! Mobsters! DINOSAURS MOBSTERS!!🔫🦖
✨WISHLIST NOW! ⬇️
Hi! We're Remulla! And we're currently working on developing: K!CHIN!!!
👕 Play minigames to make custom t-shirts 👕
🌟 Manage your store, and discover your client's stories 🌟
🔫🦖 Dinosaurs! Mobsters! DINOSAURS MOBSTERS!! 🦖🔫