Caleb Cornett

@TheSpydog

video game porter + graphics programmer + educator + avid oatmeal fan. Interested in a mobile or console port of your game? DM me!

Kentucky, USA
Vrijeme pridruživanja: travanj 2011.

Medijski sadržaj

  1. 23. sij
    Odgovor korisniku/ci

    > txt in this game is so small u cant read it Ten bucks says they tried to read the dash-line gibberish on the menu screen...

  2. 13. sij

    I've seen a lot of confusion and uncertainty recently about which graphics APIs are viable for cross-platform support. Here's a little matrix I compiled that compares all the major graphics APIs and platforms, so you can easily see what's supported where.

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  3. 13. sij
    Odgovor korisniku/ci

    re: Vulkan on OSX, I haven't tried it personally but I've heard good things about both MoltenVK and gfx-portability. re: Cross-platform APIs... that's a complicated story, haha. I'm actually working on a long-form article about this, but here's the gist in spreadsheet form. :)

  4. 6. sij

    tfw when you write code so ungodly terrible that it triggers a bug in the C# runtime previously thought to be "theoretical"

  5. 22. pro 2019.

    gotta love c++ and its very helpful compiler messages

  6. 16. pro 2019.

    This little piggy's helping me debug a tricky performance issue in MetalDevice! Does anyone else have a stock collection of animal pictures they use for testing graphics stuff, or is that just me?

  7. 23. stu 2019.

    Today I learned Honeybaked Ham sells hammocks. So you can chill in the ham hammock next to your big ol plate of ham

  8. 10. stu 2019.
  9. 7. stu 2019.

    Just tested FEZ with the Metal backend. Seems fine.

  10. 18. lis 2019.

    The FNA Metal backend has been *E N H A N C E D* Rogue Legacy (macOS) and TowerFall Ascension are now playable on Metal!

  11. 11. lis 2019.

    Making lots of progress on FNA's Metal graphics backend! It's now capable of running actual games (like Wizorb here) at 60fps with no visual artifacts or flickering. Still lots to do though!

  12. 29. kol 2019.

    With some help from master hack-porter , I was able to get Celeste, Chasm, and TowerFall running on my iPhone! Without even having access to their source code! (These are unofficial and will never be released, so please don't ask. 😉)

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  13. 29. kol 2019.

    From there it was smooth sailing. Due to the incredible portability of FNA, I was able to test the cat touch demo within minutes. And it worked great! But a tech demo is kinda boring. Could FNA iOS run something more exotic?

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  14. 29. kol 2019.

    After a few weeks of debugging black screens and troubleshooting obscure Xamarin / Visual Studio Mac bugs, I finally saw the Cornflower Blue screen of life!

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  15. 29. kol 2019.

    But then I show up on the scene back in October 2018 and decide to tackle this challenge, just for fun. I spent about two weeks reimplementing the entire XNA Touch API in FNA, using this beautiful cat-flicking program for testing:

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  16. 29. kol 2019.

    So anyway, one major portion of the XNA Framework that no one ever bothered to implement in FNA was the Touch API. Handling multi-touch, detecting gestures like drags, pinches, etc. (Maybe because in XNA, touch was exclusive to WP7...)

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  17. 29. kol 2019.

    A lot of other great games were made with XNA, including FEZ, Celeste, Stardew Valley, Axiom Verge, Owlboy, and many many more!

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  18. 29. kol 2019.

    First off, Rogue Legacy was originally made with XNA, a game development toolkit Microsoft released in the mid-00's to enable independent developers to make games for Windows + Xbox 360.

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  19. 29. kol 2019.

    Fun fact: The tech stack for the Rogue Legacy iOS port consisted entirely of free, open-source software! In this thread I'll walk you through a high-level overview of all the tech I used to bring the game to mobile. ⚔️

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  20. 23. lip 2019.

    This is the most exciting pug I've seen in a long time. This is the first sprite drawn by FNA's work-in-progress Metal graphics backend! I've been working on writing this backend for a while and it's awesome to finally have some visual progress. :D

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