@MJKlaim @dougbinks @jdryg BGFX uses it's own OpenGL like shader language. This means you can't use standard shader debugging tools. At times this was really annoying.
Hot reload is pretty trivial in BGFX thanks to it's design and use of resource handles.
Note: I've not looked at it for about a year!
@MJKlaim @dougbinks @jdryg yep, I really liked it. Well worth spending some time with. The only sore point for me was shader compiling/debugging. Definitely give it a go, play with the samples. Very high quality library.
@botherer @TheUriGeller โI want to be cremated,โ he said. โAnd I want my ashes blown in Uri Gellerโs eyes.โ - such a loss. Geller would do it if it was televised.
https://t.co/JWGN2N5e05
Recently found myself needing to unpack #UnrealEngine PAK files so I could compare the effect of different packing options. Here is the short #Python3 script I used as a gist.
https://t.co/K6XuYRAyMB
(no it will not unpack commercial or encrypted games)
I learned an interesting lesson recently about code rot:
If you use a large teams engine (unity/unreal) your code rots at an accelerated rate.
So your code rots faster and you gain features you'll never use. This is very expensive for small teams over time.
Here's a first little taster of The Empire Strikes Back, #C64. This is a very early pre-alpha so much work still to do. Code by me, gfx by @superrune. Any glitches/fuzziness is down to the video capture. ๐More updates to come in the future! #Megastyle ๐น๏ธ๐
@PaulieHughes A few days ago I was reading about copper list techniques from back in the day. This stuff isn't mass audience but I think it's important to document it. A lot of it is wonderfully elegant as well, especially compared to modern vast code bases. I learned a lot.