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Profil korisnika/ce TheSpydog
Caleb Cornett
Caleb Cornett
Caleb Cornett
@TheSpydog

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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
thespydog.github.io
Vrijeme pridruživanja: travanj 2011.

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    Caleb Cornett‏ @TheSpydog 29. kol 2019.
    • Prijavi Tweet

    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

    09:40 - 29. kol 2019.
    • 56 proslijeđenih tweetova
    • 107 oznaka „sviđa mi se”
    • Joe Chris Brosernan Jesús Sánchez Starz0r hearty James DeAngelo simone bii Joel Jan 🙂
    56 proslijeđenih tweetova 107 korisnika označava da im se sviđa
      1. Novi razgovor
      2. Caleb Cornett‏ @TheSpydog 29. kol 2019.
        • Prijavi Tweet

        First off, Rogue Legacy was originally made with XNA, a game development toolkit Microsoft released in the mid-00's to enable independent developers to make games for Windows + Xbox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

        1 reply 0 proslijeđenih tweetova 5 korisnika označava da im se sviđa
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      3. Caleb Cornett‏ @TheSpydog 29. kol 2019.
        • Prijavi Tweet

        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

        1 reply 0 proslijeđenih tweetova 5 korisnika označava da im se sviđa
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      4. Caleb Cornett‏ @TheSpydog 29. kol 2019.
        • Prijavi Tweet

        Problem is, XNA only works on Windows, Xbox360, and Windows Phone. You may notice that 2/3 of those platforms are dead, and XNA isn't even officially supported on Windows anymore (as of 2013)…https://www.gamasutra.com/view/news/185894/Its_official_XNA_is_dead.php …

        1 reply 0 proslijeđenih tweetova 2 korisnika označavaju da im se sviđa
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      5. Caleb Cornett‏ @TheSpydog 29. kol 2019.
        • Prijavi Tweet

        Even worse, XNA was closed-source and based entirely on proprietary Microsoft technologies like DirectX. So there was no easy way to port an XNA game to other platforms (macOS, Linux, consoles, etc). 😢

        0 proslijeđenih tweetova 3 korisnika označavaju da im se sviđa
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      6. Caleb Cornett‏ @TheSpydog 29. kol 2019.
        • Prijavi Tweet

        Enter FNA. FNA is an open-source, drop-in replacement for XNA. You can take your XNA game, link it to use FNA instead of XNA, and it should "just work" exactly as it did before. Except now it also works on macOS, Linux, Xbox One, and Switch! https://fna-xna.github.io/ 

        1 reply 1 proslijeđeni tweet 9 korisnika označava da im se sviđa
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      7. Caleb Cornett‏ @TheSpydog 29. kol 2019.
        • Prijavi Tweet

        (FNA began life as a fork of MonoGame, a similar XNA replacement project, but it has a very different development philosophy. FNA is focused on XNA accuracy and elegance, while MG...uh...doesn't really have a focus? Long story.)https://github.com/FNA-XNA/FNA/wiki/Appendix-C:-MonoGame-Compatibility …

        1 reply 1 proslijeđeni tweet 2 korisnika označavaju da im se sviđa
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      8. Caleb Cornett‏ @TheSpydog 29. kol 2019.
        • Prijavi Tweet

        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

        1 reply 1 proslijeđeni tweet 2 korisnika označavaju da im se sviđa
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      9. Caleb Cornett‏ @TheSpydog 29. kol 2019.
        • Prijavi Tweet

        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

        1 reply 1 proslijeđeni tweet 8 korisnika označava da im se sviđa
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      10. Caleb Cornett‏ @TheSpydog 29. kol 2019.
        • Prijavi Tweet

        Since FNA didn't support any mobile platforms at the time, I was doing all the touch work on my Windows laptop. Poking at a laptop screen doesn't make for great ergonomics. I really wanted to try out this stuff on mobile...

        0 proslijeđenih tweetova 3 korisnika označavaju da im se sviđa
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      11. Caleb Cornett‏ @TheSpydog 29. kol 2019.
        • Prijavi Tweet

        My next self-imposed challenge was to write iOS support for FNA, so I could run the touch tests on my iPhone. Much easier said than done, of course. Since FNA is written in C#, I had to make it work with Xamarin.iOS.https://docs.microsoft.com/en-us/xamarin/ios/ …

        1 reply 0 proslijeđenih tweetova 5 korisnika označava da im se sviđa
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      12. Caleb Cornett‏ @TheSpydog 29. kol 2019.
        • Prijavi Tweet

        If you're unfamiliar with Xamarin, it's 1) the official way to run C# on mobile 2) a binding library for native iOS APIs 3) a giant pain to work with I have nothing good to say about it, other than it made this project possible. Not fun, but possible...

        1 reply 1 proslijeđeni tweet 5 korisnika označava da im se sviđa
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      13. Caleb Cornett‏ @TheSpydog 29. kol 2019.
        • Prijavi Tweet

        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

        1 reply 1 proslijeđeni tweet 6 korisnika označava da im se sviđa
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      14. Caleb Cornett‏ @TheSpydog 29. kol 2019.
        • Prijavi Tweet

        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

        1 reply 1 proslijeđeni tweet 9 korisnika označava da im se sviđa
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      15. Caleb Cornett‏ @TheSpydog 29. kol 2019.
        • Prijavi Tweet

        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 …

        1 reply 1 proslijeđeni tweet 9 korisnika označava da im se sviđa
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      16. Caleb Cornett‏ @TheSpydog 29. kol 2019.
        • Prijavi Tweet

        That little magic trick was made possible thanks to FNA's "single-assembly portability". That means that with FNA, you can build a single .exe for your game that can run on any supported platform. Build once, run anywhere!https://github.com/FNA-XNA/FNA/wiki/2:-Building-with-FNA#4-running-the-fna-output …

        1 reply 0 proslijeđenih tweetova 3 korisnika označavaju da im se sviđa
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      17. Caleb Cornett‏ @TheSpydog 29. kol 2019.
        • Prijavi Tweet

        All the platform-specific stuff (like window management, audio, input, etc.) is handled by a set of five native libraries, which are compiled for each platform. These "fnalibs" are the only dependencies for FNA, and we'll look at them now.

        1 reply 0 proslijeđenih tweetova 3 korisnika označavaju da im se sviđa
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      18. Caleb Cornett‏ @TheSpydog 29. kol 2019.
        • Prijavi Tweet

        FNALIB #1: SDL2 This is the meat and potatoes of FNA's cross platform support. An incredibly popular and time-tested library used by all kinds of projects, it handles window creation, input, app lifecycles, OpenGL context creation, etc. https://www.libsdl.org/ 

        1 reply 0 proslijeđenih tweetova 6 korisnika označava da im se sviđa
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      19. Caleb Cornett‏ @TheSpydog 29. kol 2019.
        • Prijavi Tweet

        FNALIB #2: SDL2_image A companion library for SDL2 that provides a simple API for loading images. PNG, JPG, you name it, this library can handle it. Pretty handy, right? https://www.libsdl.org/projects/SDL_image/ …

        1 reply 0 proslijeđenih tweetova 4 korisnika označavaju da im se sviđa
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      20. Caleb Cornett‏ @TheSpydog 29. kol 2019.
        • Prijavi Tweet

        FNALIB #3: FAudio An open-source reimplementation of Microsoft's proprietary XAudio API. Used for all audio playback in FNA, and also a major component of the WINE and Proton projects!https://github.com/FNA-XNA/FAudio 

        1 reply 1 proslijeđeni tweet 7 korisnika označava da im se sviđa
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      21. Caleb Cornett‏ @TheSpydog 29. kol 2019.
        • Prijavi Tweet

        FNALIB #4: Theorafile Used for playing Ogg Theora video files, sometimes used for cutscenes. Very optional for FNA projects. Rogue Legacy doesn't have any prerecorded videos, so this went unused.https://github.com/FNA-XNA/Theorafile …

        1 reply 0 proslijeđenih tweetova 4 korisnika označavaju da im se sviđa
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      22. Caleb Cornett‏ @TheSpydog 29. kol 2019.
        • Prijavi Tweet

        FNALIB #5: MojoShader Translates precompiled DirectX shader code (required by XNA for visual effects) into other shader languages like GLSL and MSL (and soon SPIR-V!). This is required for any and all rendering in FNA. https://icculus.org/mojoshader/ 

        1 reply 1 proslijeđeni tweet 3 korisnika označavaju da im se sviđa
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      23. Caleb Cornett‏ @TheSpydog 29. kol 2019.
        • Prijavi Tweet

        Beyond the fnalibs, there's one other library (that I wrote) that we use in RL iOS: TinyKVS -- a simple C# wrapper for Apple's iCloud Key-Value Storage API. This is how iCloud saves are handled in the game!https://github.com/TheSpydog/TinyKVS …

        1 reply 1 proslijeđeni tweet 8 korisnika označava da im se sviđa
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      24. Caleb Cornett‏ @TheSpydog 29. kol 2019.
        • Prijavi Tweet

        And that's it for the tech stack! FNA + Xamarin.iOS + SDL2 + SDL_image + FAudio + MojoShader + TinyKVS :) Of course, there's also the Rogue Legacy layer, but that's closed source and full of secrets 😜

        1 reply 1 proslijeđeni tweet 5 korisnika označava da im se sviđa
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      25. Caleb Cornett‏ @TheSpydog 29. kol 2019.
        • Prijavi Tweet

        Caleb Cornett je proslijedio/a tweet korisnika/ceCellarDoorGames

        In all seriousness though, all the code that I wrote for RL's touch interface is just using the plain old touch APIs in FNA. No special secret sauce. Just a lot of time and experimentation!https://twitter.com/CellarDoorGames/status/1159889273438527493?s=20 …

        Caleb Cornett je dodan/na,

        0:31
        CellarDoorGames @CellarDoorGames
        We took a LONG time to make the iOS controls in Rogue Legacy: Wanderer Edition feel good, and we couldn't be more proud! Dozens of tweaks are occurring in the background to make it feel natural and it's all thanks to @TheSpydog who worked with us through its many iterations! pic.twitter.com/G5CYxMNUOO
        1 reply 0 proslijeđenih tweetova 5 korisnika označava da im se sviđa
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      26. Caleb Cornett‏ @TheSpydog 29. kol 2019.
        • Prijavi Tweet

        And because of the *cross-platform magic* of FNA, all the code changes made for the mobile port of the game live in the same codebase as the mac/linux versions of the game. No special fork or anything! The game determines what OS it's running on at runtime.

        1 reply 0 proslijeđenih tweetova 6 korisnika označava da im se sviđa
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      27. Caleb Cornett‏ @TheSpydog 29. kol 2019.
        • Prijavi Tweet

        So that about wraps it up! Let me know if you have any questions or anything. I love talking about this stuff, obviously. 😄 And I'm still actively contributing to FNA and its libraries. More cool stuff is on the way!

        0 proslijeđenih tweetova 6 korisnika označava da im se sviđa
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      28. Caleb Cornett‏ @TheSpydog 29. kol 2019.
        • Prijavi Tweet

        Also, go follow @flibitijibibo, the lead developer of FNA and FAudio. He's a freaking wizard genius and has been super helpful throughout the whole porting process. He also ports games to Mac and Linux so hit him up if that's something you're into!

        1 reply 2 proslijeđena tweeta 12 korisnika označava da im se sviđa
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      29. Caleb Cornett‏ @TheSpydog 29. kol 2019.
        • Prijavi Tweet

        Also also, if you're interested in a mobile/console port of your game (XNA-based or not), let me know! I'm actively looking for new projects and I'd love to chat with you about bringing your game to new audiences! 😀

        6 proslijeđenih tweetova 10 korisnika označava da im se sviđa
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