Our game All Out just crossed 1,000 concurrent players!! ๐ ๐จ A lot of SSundee fans are playing after his latest video. It's free and available now! :) https://allout.game/
Our game All Out just crossed 1,000 concurrent players!! ๐ ๐จ A lot of SSundee fans are playing after his latest video. It's free and available now! :) https://allout.game/
Here is a function for obtaining the exact RDTSC frequency on Win10+ and Linux 3.0+ for x64.
Both versions fallback to the empirical sleep-then-measure routine for OS versions that don't support directly querying the TSC frequency.
https://gist.github.com/pmttavara/6f06fc5c7679c07375483b06bb77430c
Hope this is at least an okay overview of our &happenlance crash reporter! Might update the code sample later to be a completely independently runnable library when I have time!
I pushed a quick update to OpenGL-on-DXGI1.3 to display some stats, compute minimum frame latency, and generally clarify things. https://github.com/pmttavara/OpenGL-on-DXGI1.3/commit/d4037e95af83da3bd62115c470f2632732d9da25
Been using Sokol + Dear Imgui to build a level editor for the classic horror game Silent Hill 2. I've already finished one STB-style library for one of the data formats, and now I've finally progressed enough to test an edit in-game! https://twitter.com/phillip_trudeau/status/1543004844851617792 Github repo [very WIP]: https://github.com/pmttavara/ph2
After 11 months, Happenlance is finally out!! ๐ It's an action physics "joust-em-up" built in a C++ engine using SoLoud, STB_image, msf_gif, and other Handmade libraries. Thanks so much to the Handmade community for helping bring this to life! Feel free to wishlist if you're interested! ๐ https://steampowered.com/app/1663410?_9
After 6 months of hard work, Happenlance is back with another devlog! ๐ช https://www.youtube.com/watch?v=LYYaHxU-7sU If this looks interesting to you, please wishlist on Steam! https://steampowered.com/app/1663410?_9
Our HMN project Sir Happenlance and the Spear of Density now has a Steam page! If it looks interesting at all, please signal your support by wishlisting! Otherwise you can just playtest the free beta here: https://happenlance.com
Hey there Happenlancers, if any of you Windows devs are wondering how to use PrintScreen to get nice screenshots like this while playing your game in exclusive-fullscreen, I wrote a quick blog post for the hoops I had to jump through in order to facilitate it ๐ https://lance.handmade.network/blogs/p/7891-how_to_make_printscreen_work_in_exclusive_fullscreen
Friends!! Our game Sir Happenlance is currently hosting a Live Playtest Event over on the discord - feel free to hop in-game and play a PvP round against me or anyone else! We're in need of feedback on peer-to-peer latency, networking quality, and gameplay opinions!! I'd really appreciate if you stopped by for a bit ๐
Get the beta here: https://happenlance.com
Join the discord for VC here: https://discord.gg/HCt57f38B8
Sorry for going quiet - I've been hard at work on Happenlance! Here's what 3 more months of art direction got me!
Happenlance is on the road to feature completion! We're too busy to make a devlog video, but the Handmade crowd gets a sneak inside peek ๐
Our fourth devlog for our game Happenlance is out (finally ๐ณ ) and it's a thicc boi:
- Invalidating asset references
- Sorting oriented bounding boxes
- Notes on game AI design
- Physical derivation of the aerodynamical model of a fletched arrow in flight
- Implementing undo systems in level editors
- GIF encoding and framebuffer resizing If any of that sounds interesting then check it out ๐ https://www.youtube.com/watch?v=2oKkc9helPE
Our third devlog is released! Miles discusses the challenges of data organization and alludes to data-orientation. https://www.youtube.com/watch?v=fsO6IT3XyjQ
Advanced C++ highlighting in the Eden editor. Runs at about 6-7 million lines per second. This is a 10 megabyte test file.
Parsing C++ at 1 gigabyte per second. (Syntax highlighting; nothing semantic yet.)
https://media.discordapp.net/attachments/574444905934356480/577444459311005696/unknown.png
Recursive descent C++ declaration parsing. No symbol tables or lookahead ๐ 5.0 mloc/s release mode (I will improve that by a lot!!)
VERY simple rules can get types and variables 80% correct... (excuse the fruit salad - just to visualize which is which). However, this will be improved on.