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  1. Prikvačeni tweet
    2. velj

    Been a real long time in coming, but we finally have a blogpost. Look at all that awesome! Please reshare so everyone knows we're deep in the action <3

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  2. As for why I'm working on the Z-depth sorting, this is what happens when you get out-of-order draws for alpha blending (tree should have transparent bg but is drawn before the background appears)

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  3. FWIW memory usage will go down when we stop using PNGs in our demos and use DDS/KTX

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  4. Working on Z-depth ordering in the pipeline so nobody relies on sequential definition .. i.e. create and place and render correctly. Obviously the more layers you rely on - the more texture switches may happen. Design appropriately. :P

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  5. 2. velj

    Further proof that 55k people *can* be wrong. . All jokes aside pretty sure we got exposed to this in Hastings (Conquest hospital) when they ushered a mask-clad lady through backways in a sense of urgency and then the staff denied that it happened.

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  6. 2. velj

    I was planning on making a launch trailer for and our first game but I couldn't figure out how to attach the rocket to the towbar.

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  7. 2. velj
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  8. 2. velj
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  9. 2. velj

    In case you missed it (9 hours ago. You mighta been asleep) we packed some serious power into and made a blogpost about it. Go read it. Better again, guess the advances based on the pictures alone and ignore the text! Cue unnecessary hashtags.

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  10. 2. velj

    I miss 2.6.x kernels and editing /etc/inittab to runlevel 3 to be able to install graphical drivers. More than that I miss my WiFi card catching fire due to new drivers overheating it. Lastly I miss upgrading my bootloader to lose the first 20MB of my HDD.

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  11. 2. velj
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  12. 2. velj

    Prepping a blogpost. 'Citement. ^^

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  13. 2. velj
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  14. 1. velj

    Further progress with - we can now load all sample maps from the tiled-maps github project. So we support base64/CSV/zlib/gzip maps, embedded and external tilesheets. Just need to unhardcode some bits and good to go.

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  15. 1. velj

    This whole tiled renderer is getting pretty OK in .. ^^

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  16. 1. velj

    That awkward moment a Z-depth bug makes your 2D game actually 3D. oops.

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  17. 1. velj

    Working on camera bits now for after initial logical renderer size bits done.. This is from the huge map shown in earlier screenshots so it should make the scale more obvious with the spritebatch optimisations.

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  18. 1. velj

    Working on logical scaling for .

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  19. 31. sij

    Work involved in enabling the sprite batcher in

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  20. 31. sij

    Considering this whole 16x16px tileset would be scaled and not drawn at such a high resolution, one can only imagine the performance we'll get. :)

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