I've released a new version of my cross-platform TRS-80 emulator.
In this version I've added an integrated machine language monitor.
Binaries available in the releases section of the github page:
https://github.com/nicolasbauw/TRS-80/releases/tag/0.10.0
#rust #rustlang #sdl2 #trs80 #emulators #emulation #retrocomputing
#rust #rustlang #sdl2 #trs80 #emulators #emulation #retrocomputing
I've released a new version of my cross-platform TRS-80 emulator.
Binaries available in the releases section of the github page:
https://github.com/nicolasbauw/TRS-80
#rust #rustlang #sdl2 #trs80 #emulators #emulation #retrocomputing
#rust #rustlang #sdl2 #trs80 #emulators #emulation #retrocomputing
@jackdaniel
https://codeberg.org/McCLIM/McCLIM/src/branch/backend-sdl2
I'm very interested in an SDL* backend option. It's possible I could help a little.
Was there a discussion of targeting SDL vs SDL2 vs SDL3 ?
SDL is unaccelerated and can run without X. On the other hand, it's defunct and just dragged along by projects that want to run without Xorg (iirc, mpv?). SDL3 was announced a while ago, but SDL2 is still current.
@surabax
#sdl2 #sdl #clim #mcclim #commonLisp #graphics
#sdl2 #sdl #clim #mcclim #commonlisp #graphics
Doing it all by hand because I'm a massive masochist who clearly hates himself.
Because what sane person would write a binding for #SDL2 to another language by hand?
I`ve ran some benchmarks with #SDL2 and #Raylib, both with #C and #Freepascal on the Pi4 (64bit,4gb)... simple "bunnymark" (how many sprites till it drops under 60fps at 960x540)... very impressed... all 4 tests shows similar results... So my preference will be Pascal with Raylib #gamedev #lowenergy #30wattIsEnough ... maybe I make a video tomorrow
#sdl2 #raylib #c #freepascal #gamedev #lowenergy #30wattisenough
While Godot, etc., are great tools and engines, I find working with just plain code more fun and rewarding.
It's the kind of thing that is relaxing to do after a workday doing web APIs and non-game related stuff.
#Bevy #Cpp #Development #GameDev #GameProgramming #OpenGL #Rust #SDL2
#bevy #cpp #development #gamedev #gameprogramming #opengl #rust #sdl2
Putnam, Programmer on dwarf fortress talks about #sdl2 and #multithreading in this discussion about modernizing the code of #dwarffortress
#dwarffortress #multithreading #sdl2
Out of all things one could do during the weekend, I chose to write an OpenGL and Truetype font renderer with Harfbuzz support.
Also, hello again, Mastodon!
#Programming #Development #Newbie #NewHere #GameDev #TrueType #Fonts #OpenGL #SDL2 #Harfbuzz
#programming #development #newbie #newhere #gamedev #truetype #fonts #opengl #sdl2 #harfbuzz
Making a metroidvania-style thing in #cplusplus and #SDL2 inspired by #hollowknight. Don't know how far it'll go, but as linus torvalds once said, "This'll just be a small project, not anything big like the other contenders (or something like that)"
Currently finishing off a HK-style character controller system. It looks jaggedy, but I know that's just because of the lack of any animations, so the next step will be to integrate spritesheets and such. Then level elements and a loading system.
#cplusplus #hollowknight #sdl2
Just got collision detection with #SDL2 / #Cpp working, courtesy of https://lazyfoo.net/tutorials/SDL/27_collision_detection/index.php
Trying to make a kind of DVD-logo bounce style thing, progressing towards pong, so I have the idea of making it so if the collision detection code detects that it ISNT inside of an SDL_Rect the size of the game window, it bounces off.
Well, this still looks kind of shit, but at least things are placed where they should be, so that's a start. I have to say I love nim's range types and optionals :) I'm really a big fan of the type-system in general :)
https://codeberg.org/sotolf/nim-simple-sudoku/src/branch/main/sudoku.nim
@fstateaudio @SDF @prahou
This #gopher directory mounting scope #embeddablecommonlisp #ecl #sdl2 #ffi #lisp simple program builds seems cool to me.
https://gopher.floodgap.com/gopher/gw.lite?=tilde.institute+70+312f7e7363726577746170652f65636c2d6275696c642d74657374732f
gopher://tilde.institute/1/~screwtape/ecl-build-tests
Complete set of ecl c interoperability *without* ASDF (though ASDF is necessary for large scale builds)
#gopher #embeddablecommonlisp #ecl #sdl2 #ffi #lisp
Speaking of overengineering, I just built a small content processor in the vein of XNA content pipeline: it processes a content directory, creating one single bundle file with processed data for each asset and a content table.
The loader supports asset reference counting and cleans up automatically upon closing the content bundle.
Supports PNG and a very small subset of LDTK for now.
I had way too much fun doing this π¬
#lispgamejam #itchio #devlog day 1 ! #ecl #sdl2 #lisp #C #CommonLisp
https://lispy-gopher-show.itch.io/jam-no-theme
Warning: webapp
https://lispy-gopher-show.itch.io/jam-no-theme/devlog/537069/annotated-ecl-sdl2-lisp-game-jam-so-far
Jam board:
https://itch.io/jam/spring-lisp-game-jam-2023/community
Basically this spans my boilerplate. Boilerplate is pretty heavy and techy, and not particularly fun. But having passed this by, the next 8? 9? days of devlogs will be light-hearted and joyful.
I'm thinking: I'm going to have (jam) berry-eating robots, with berry plants growing from seeds, and robot paths influencing that.
#lispgamejam #itchio #devlog #ecl #sdl2 #lisp #c #commonlisp
In 2010 I made an #AudioVisual piece using #Haskell, #OpenGL, and #SC3:
https://mathr.co.uk/blog/2010-03-12_bowntz.html
This weekend I ported it from Haskell to #C, using #SDL2 as framework including #audio in the same program (SC3 was overkill for the simple sounds, and maintaining Haskell code to keep working with changes to the ecosystem is too much busy-work).
I changed the colours (suggested by @netzzz), moved the #physics #simulation from the #video thread to the #audio thread for tighter timing (the SC3 version scheduled events with bundles), and added a #RingBuffer to send the visualisation data back to the video thread (for smoother animation with good a/v sync).
I also did various optimisations, using tables instead of trigonometric functions, using (client-side) vertex arrays instead of glBegin().
License changed from #GPL v3 or later to #AGPL v3 only, in anticipation of compiling it to run in the browser using Emscripten.
Code at:
https://code.mathr.co.uk/bowntz
There's still (at least) one bug: after some time the program freezes and uses 100% CPU, I think it happens when the ball count limit is reached. Takes a long time so will be hard to figure out what is going on...
#audiovisual #haskell #opengl #sc3 #c #sdl2 #audio #physics #simulation #video #ringbuffer #gpl #agpl