Rezultati pretraživanja
  1. prije 1 sat

    Fecha doble para nuestros ninjas, a dejar todo ! 23:00 y 24:00 Hs. 🏆 | 🏁 | 2° - 3° Fecha 🆚 | - 📺 |

  2. prije 8 sati

    Just spent the last 2 hours attempting to build what should be a trivial thing, a snap of the demo, as a snap. ldc2 from snapcraft is busted (no RangeError), ldc2 in Ubuntu is too old, documentation is busted everywhere for snapcraft.yaml ... Ugh.

    Prikaži ovu nit
  3. prije 12 sati

    : The of tells The "story" of in highly intelligent design! Lil bro starts the dance with it's PIVOT then BIG bro faces OPPO direction then DRACO tail starts where big bro faces, then square & pyramid cassi

  4. Odgovor korisniku/ci

    Comme Aslow dans Vikings ?? Hateeeee

  5. prije 22 sata
    Odgovor korisniku/ci

    Ah yes a moment when the dubs the his sheet anchor. enjoy the moment....fate has cruel intentions going forward.

  6. 4. velj

    Further R&D work with a new multithreaded mainloop approach for ... we'll see how it goes :P

  7. God said Cain and Lilith don’t belong together and how we got the story twisted.

  8. 3. velj

    Some initial Z ordering work in . Hacky right now because we ideally need sorting of transparent vs non transparent textures and not rely on discarding fragments. But its a step in the right direction. Especially fond of the idea of layer-positioning in tiled maps.

  9. Is an Open-Source Framework Focused on 2D Games

  10. 2. velj

    I was planning on making a launch trailer for and our first game but I couldn't figure out how to attach the rocket to the towbar.

  11. 2. velj

    entire painting displayed in the previous video ...1.00m x 1.50m, click the image

  12. 1. velj

    This whole tiled renderer is getting pretty OK in .. ^^

  13. 1. velj
  14. 1. velj

    Working on logical scaling for .

  15. 31. sij

    Work involved in enabling the sprite batcher in

  16. 31. sij

    Beaucoup de Magnifique

  17. 31. sij

    And you all thought I was asleep.. :P Optimising the SpriteBatch in to avoid heavy texture switches and build IBs/VBs to send all at once, drastically reducing draw calls and significantly improving performance. Still underway..

  18. 30. sij
    Prikaži ovu nit
  19. 30. sij

    Quick improvement to - parallel rendering of processors. The MapRenderer runs at the same time as the SpriteRenderer. The SpriteBatch needs improving to actually *batch* the geometry IB/VB and reduce texture switches but thats in development atm.

  20. 30. sij

    Quick fullscreen/ test with . Dat framerate tho.

Čini se da učitavanje traje već neko vrijeme.

Twitter je možda preopterećen ili ima kratkotrajnih poteškoća u radu. Pokušajte ponovno ili potražite dodatne informacije u odjeljku Status Twittera.