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Implemented a globally-visible bitmask of user input to be passed to worldThread during game loop

I have no I/O functions yet, so my debug and render variables are set from the command line.

Taking a few days because I want to perfect the absolute basics before I continue and get rid of any technical debt. Simple menu framework on the main thread will be the next step. Then a globally visible GameObject layer to be read by the renderer and animation systems in state INGAME

If that's real then Vancouverites are some losers. You roll up with a generator and a circular saw with carbide teeth, you're not gonna lose.
@skylar what I wanted: a computer with all the software capabilities of my laptop that can fit in my pocket, that's as easy to write programs for as linux

what I got: a gay turd that's a nightmare to program for, managed by companies that actively try to make the software worse to force upgrades
Israeli Jewish Mega Psychopathy du Jour

The Israeli Defense Ministry has ordered the family of a fallen Christian soldier to remove the cross from his headstone.

The chief rabbi of the IDF said the cross “hurts the holiness” of the Jewish cemetery.

Why does any Christian support Israel?

ARE YOU FUCKING KIDDING ME?!?! SFML had a depth-buffer, then removed it because Laurent Gomila thought that a 2D library didn't need it.

Except, you DO need it. Sometimes you need to dynamically change the orders in which sprites are drawn, especially for 2.5D games just like what this linked article is talking about.

The article below talks about a solution using OpenGL and a derivative of SFML's vertex arrays, but that seems way too complex for something that should be dead simple. This is part of the reason why SFML will never be on the same level as SDL. I only use it because I have this weird urge to be different....to my own detriment.

jordansavant.com/book/graphics

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Mainly gaming/nerd instance for people who value free speech. Everyone is welcome.