@rikarends I am curious: 1. How layout concerns are exposed? For instance, would one be able to make resizable widgets?
2. How would one specify dynamic widget content? Does live registration work live ImGui, or is it retained and one have to store/retrieve widgets.
For those who are into grappling-games:
@sbuggames has released Webbed couple days ago.
Motion and weaving mechanics are delightful and a lot of attention is taken to character animation.
https://t.co/1tU3FqCVmd
@FlohOfWoe @gobrosse @tom_forsyth@Enichan Trying some Unity/C# after long years with C++, the same impression: non-allocating subset of C# is more limited than C. No way to allocate objects on stack. Zillions of ways to cause allocation such as using foreach or boxing caused by innocent GetHashCode call.
@winterpixelco While experimenting with destruction for my frogs project (also using SDF for the terrain) I had to stop doing one-sample circle tests after introduction of max()-substraction. I resorted to per-pixel scans to work around it. Is it also an approach you are taking?
@graysonarts @rustlang I would also recommend Macroquad, I am using its low-level brother Miniquad for my frog game (https://t.co/H7Hvh60reF) and super pleased with it. Macroquad is great for prototyping and getting things running quickly, yet staying completely portalble.
@FreyaHolmer Output is also premultiplied, but that is what one would need for another pass of composition with PMA.
And to obtain non-PMA color division is needed indeed. Chrome seems to be doing it when saving images out of WebGL canvas.
@FreyaHolmer I believe there is a mistake in this example: colors src/dst are specified in non-premultiplied format yet SimpleAlphaBlending expects color components to be premultiplied with alpha.