Andre Weissflog(@FlohOfWoe) 's Twitter Profileg
Andre Weissflog

@FlohOfWoe

Sokol Headers, Chips Emulators, Oryol, Nebula Device, Drakensang, C, C++, Zig, Python, WASM...

@[email protected]

ID:1331634120

linkhttps://github.com/floooh calendar_today06-04-2013 13:50:31

42,2K Tweets

8,0K Followers

1,0K Following

Andre Weissflog(@FlohOfWoe) 's Twitter Profile Photo

Nothing better to start the weekend than reading the new Zig release notes :)

ziglang.org/download/0.12.โ€ฆ

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Max M(@mrmaxm) 's Twitter Profile Photo

Quick proof of concept (hacky): inspect WebGL scene hierarchy (entities) as a DOM of any existing PlayCanvas project.

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Don Williamson(@Donzanoid) 's Twitter Profile Photo

Remotery is 10 years old!

Built in the drought of good CPU/GPU profilers, using experience building remote profilers for the Total War Warscape and Splinter Cell LEAD engines.

100+ games, 45 contributors, still running the same janky web code written 10 years ago. Still works!

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antirez(@antirez) 's Twitter Profile Photo

One of the coolest things about (old) computer emulators, is that they are so simple, and the emulating computer so powerful in comparison, that you can study in detail how a given platform worked. This is the ZX Spectrum CRT vs video memory content. Note the vblank-update trick.

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Little Workshop(@glecollinet) 's Twitter Profile Photo

๐Ÿš€ Our latest WebGL project is out!

Introducing Equinox, an interactive space adventure that will take you to the stars. โœจ

Embark now: equinox.space

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Andre Weissflog(@FlohOfWoe) 's Twitter Profile Photo

Hmm ok, gpu-writable storage buffers open up quite a can of worms (just one point is that suddenly I need to care about barriers, even in GL). I think I'll defer that into a future update. So probably:

1. readonly storage buffers
2. writable storage buffers
3. compute shaders

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Kevin Edwards ( Retro Videogame development )(@KevEdwardsRetro) 's Twitter Profile Photo

There was a flowcharting standard that you had to follow when programming early computers. These coding/work sheets from the 1960s show you how they looked.

There was a flowcharting standard that you had to follow when programming early computers. These coding/work sheets from the 1960s show you how they looked.
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