I've been slowly putting together my Emscripten Notes article, which goes over some of the changes and processes to adapt desktop C & SDL projects to run in the browser: https://t.co/tkfL15XzMO ๐ฎ๐
#gamedev#emscripten#c
@ZenoRogue@raynet@reduzio Having a small finite range is great for using lookup tables, and this one divides clean by 2 all the way down. Very handy on low-powered systems that don't have FPU or even integer division :)
@STUDIOCRAFTapps I've been meaning to post an article with my notes from when I made this, there's a few tricks to gain extra speed and always room for more. A mode7 UFO Race would be a lot of fun!
Nice to see @theGamebuino back in business! If you weren't able to get one before, here's your chance. Free shipping with promo REBORN21
https://t.co/CWQpJdus0B
Today and tomorrow I'm streaming @handmade_seattl 2020, an awesome low-level software conference: https://t.co/fydkgEG1kK โ๏ธ
Congrats @AbnerCoimbre for hosting two years in a row rain or shine! I still have my booth poster from last year up in my office! ๐
Spending some time improving Faur's ODROID-GO support (ESP32 device) ๐ When I last worked on it I made a Gamebuino-compatible mode (photo), but now I want to see how much the 240MHz inside can do ๐ค #gamedev#ESP32
@Arcnor That looks very similar to the effect of low batteries that are about to go out, does your screen just stay like that and the GP2X keeps working?
I'm implementing simple object pooling in my framework, which allocates and re-uses buffers of the same size. At first using it for entity objects and linked list nodes, and early un-tuned usage gives +15% FPS in busy scenes on the old GP2X (200MHz, 64MB RAM).
#gamedev#gp2x#c
@FlohOfWoe I've been thinking about the best pattern for this recently, in the context of build configs. Ideally the most common platform features are opt-out, and the the least-common are opt-in. So `ifdef COMMON_FEATURE_DISABLED ... endif` and `ifdef UNCOMMON_FEATURE_ENABLED ... endif`
@theJotne And there's also a hybrid mode where I use SDL 2 but with my software rendering routines, and use a SDL_Texture as pixel buffer. Same with SDL 1.2 and its screen SDL_Surface->pixels ๐
I'm spending some time improving Faur's Emscripten target, among various touch-ups I made a new default shell that zooms the canvas to fill the window's vertical space.
https://t.co/kN2KonJQRn
#gamedev#emscripten
@theJotne Depending on the build target, the engine's drawing APIs are either implemented by my own software routines that run on every platform, or by SDL 2's accelerated routines on platforms that support it like desktop and web.
@AmigaL0ve So I'm curious, as an outsider to the Amigas. 256MB RAM would have been unheard of back when the systems were made. Does the old OS put it all to use, or are people making new programs that take advantage of it? Cool stuff!