I apologize to everyone who's had to work on a port of that game lol
-
-
Deze collectie tonenBedankt, Twitter gebruikt dit om je tijdlijn te verbeteren. Ongedaan makenOngedaan maken
-
-
-
Deze Tweet is niet beschikbaar.
-
Oh I've shared this many times. But now it's your turn
- Antwoorden weergeven
-
-
-
I had to use this in the unreal engine to work around a win32 header bugpic.twitter.com/DJXerHn9pP
-
I feel like the real horror is: how long did it take to troubleshoot and find a fix?

- Antwoorden weergeven
Nieuw gesprek -
-
-
I found a trick for creating cubemap textures by placing a 6 way camera into the scene and taking a snapshot of the map. Less useful when I forgot to delete the on tick camera afterwards and forced engineering and QA to find out perf had tanked for rendering the scene x6 times.
-
Not a game dev what the FUCK is six dimensional camera
- Antwoorden weergeven
Nieuw gesprek -
-
-
At 17 I helped program an interactive adventure in FileMaker (..yes) and I used the clipboard to store gamestates because I couldn’t figure out how to use variables.
-
Fantastic. At least you were still literally a child
- Antwoorden weergeven
Nieuw gesprek -
-
-
During the first 7dfps, I wrote a cool function for building levels, turning simple ascii maps into wolf3d-esque blockouts. The game’s performance was inexplicably terrible, and so I wasted half the jam figuring out why: I’d called BuildLevel() in Update(), not in Start().
-
Spectacular
- Antwoorden weergeven
Nieuw gesprek -
Het laden lijkt wat langer te duren.
Twitter is mogelijk overbelast of ondervindt een tijdelijke onderbreking. Probeer het opnieuw of bekijk de Twitter-status voor meer informatie.