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> 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...pic.twitter.com/AFhZ28s2WY
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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.pic.twitter.com/icokozn19N
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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. :)pic.twitter.com/W2eWRZGqx0
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tfw when you write code so ungodly terrible that it triggers a bug in the C# runtime previously thought to be "theoretical"pic.twitter.com/d98iircPmp
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gotta love c++ and its very helpful compiler messagespic.twitter.com/uJKU3uwRsc
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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?pic.twitter.com/gj2YqqFDhv
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Today I learned Honeybaked Ham sells hammocks. So you can chill in the ham hammock next to your big ol plate of hampic.twitter.com/cO5dtoVFBK
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Fixed it. The solution was extremely complicated. https://twitter.com/TheSpydog/status/1192538160233897984 …pic.twitter.com/oOrb3u4WVg
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Just tested FEZ with the Metal backend. Seems fine.pic.twitter.com/WMasYQPc8R
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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!pic.twitter.com/8Ts37vP2dd
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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!pic.twitter.com/nDYcYEtVvp
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With some help from master hack-porter
@0x0ade, 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.
)https://www.youtube.com/watch?v=37ijtega1fo …Prikaži ovu nit -
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?pic.twitter.com/S5sK8PHLF7
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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!pic.twitter.com/np4dkg2TH2
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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:pic.twitter.com/NnVoSogUbt
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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...)pic.twitter.com/S9pNKvHuHl
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A lot of other great games were made with XNA, including FEZ, Celeste, Stardew Valley, Axiom Verge, Owlboy, and many many more!pic.twitter.com/8MjAw9NjPi
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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.pic.twitter.com/tNw9UIMrfH
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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.
pic.twitter.com/8U8TWD6Chu
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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. :Dpic.twitter.com/zfUumvuyPl
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