Claude Ronin

@TwoForDinnerTFD

TFD is a game that I am coding and designing on my own. 探索型アクションゲーム「TFD」誠意制作中です。 日本語🆗

Vrijeme pridruživanja: siječanj 2018.

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  1. Prikvačeni tweet
    11. ruj 2018.

    . Hi, I am Claude Ronin, an and I have been working on Two for Dinner () for the past 3+ years. TFD is a developped to be released across Windows, Mac and ! Please follow this account for more updates! ; )

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  2. 29. sij

    Thanks Matej for helping me find this gem!

    Prikaži ovu nit
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  3. 29. sij
    Prikaži ovu nit
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  4. 29. sij

    Hey Garrick , I just backed Lazr, A Cyberpunk Clothformer on . Best of luck with the campaign!

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  5. 29. sij

    Hardware news on next Xbox and ps5 consoles. If the rumors leaked are confirmed, porting opengl code to these may get easier. Esp considering the switch appears to support opengl already.

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  6. proslijedio/la je Tweet

    Navi 10Liteが見えているのが、Windowsドライバじゃないってのは納得できるんですよ?だって、PS5はDX (Windows) ではなく、OpenGL/Vulkan (FreeBSD)で動かすでしょうから、UNIX系向けドライバでしか見えないというのは理解出来る。

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  7. 21. sij

    I split off a bare bone opengl renderer into its own dll. The bit that did it for me was to pass the dll a pointer to the platform's getprocaddress, so that the dll could load in its own global state all the ptrs the opengl functions.

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  8. 17. sij

    Today I wrote new allocator functions that pad my new's with an extra page left or right depending on whether I am chasing memory under or overruns. The spare/illegal page is assigned PROT_NONE with mprotect and that seemed to do the trick.

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  9. 16. sij

    Played around with this new architecture today. Pushed to O3 on gcc and used intrinsics to profile an artificially intensive array parsing op. With a custom allocator addressing to 16B bound addresses and O3, I went from 2.5M cycles down to less than 500...

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  10. 8. sij
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  11. 30. pro 2019.

    I posted a more detailed update on my tumblr for those interested.

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  12. 30. pro 2019.

    Taking it a step further, I can see how having short-hand to generate complex code in an engine can be a game-changer (no pun intended) . Metaprogramming is really cool ; )

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  13. 30. pro 2019.

    Beyond C++'s built-in template system, which does not show you the generated code, I've never used other metaprogramming facilities. With this new preprocessor, I'm actually seeing the generated code and that makes it feel more real in a way.

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  14. 30. pro 2019.

    Just implemented basic generic programming support in a custom preprocessor that runs before my engine gets compiled. A cool addition to this new architecture I'm going for. It was much easier than I thought it'd be.

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  15. 24. pro 2019.

    Merry Christmas everybody.

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  16. 7. pro 2019.

    Hi ! Loved your talk about migrating to emacs. I am enjoying working with emacs but there is one thing I cant seem to find decent guidance on online. Do you have any pointers on how to save/restore sessions?

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  17. 3. pro 2019.

    Hi ! Great work on the ycmd pkg for emacs! I fence some incls behind CPP defs and build my c++ project with min reliance on the linker. I provide a define to ycmd and often hit 'still parsing files' errors. Is there a way to switch those echo line warnings off?

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  18. 16. lis 2019.

    I just posted on tumblr a massive post on the dev status of my engine. For those interested:

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  19. 16. lis 2019.

    I am considering whether to move away from my custom scripting language and instead use some form of dynamic lib hot reloading with a possible state preservation and live coding. Not sure how much time I might waste there but the lure of live coding C++ is agonizingly tempting.

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  20. proslijedio/la je Tweet
    Odgovor korisniku/ci

    Oh hey! Cheers & thanks! I like this lot of games but am real curious about yours as well! 😉

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  21. 12. ruj 2019.

    I found out today that I've been using PODs wrong for years. To prevent uninitialized value memory errors, I would always initialize the members of my structs directly in their headers with 0 values. This barred me from contiguous alignment of members in memory, it seems.

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