#sdl3 search results
I just noticed that SDL3 uses dark mode window attribute while GLFW does not. #SDL3 #indiedev #gamedev #GLFW #solodev
Working on the new Outliner in Whisk3D — adding small things like a scroll bar, but also rewriting the core to support multiple nested collections (sky, map, UI). Outliner order will control OpenGL draw order for better transparency and performance. #Whisk3D #OpenGl #SDL3
nuget.org/packages/SDL3-… nuget.org/packages/SDL3-… SDL3のc#バインディング、結構いい感じ? #SDL3
Been taking it easy lately, not much coding. Decided to dive back in with some SDL3. Playing around with SDL3's GPU API this week. Here's a cute spinning box with a procedural texture updated by compute shader ฅ^•ﻌ•^ฅ #graphicsprogramming #sdl3
Odin is the C alternative for the Joy of Programming, says @odinlang website. I made two essentially the same implementations of a software renderer, one in C and another in Odin, and yes, it’s true, 100%. github.com/marianpekar/so…🪨 github.com/marianpekar/so…🔨 #odin #c #sdl3 #raylib
Another day learning the fundamentals: Drawing lines using the simple DDA algorithm for the triangles of cube meshes with @pikuma's 3D Graphics course using #Odin and #SDL3. Maybe I'll implement the line drawing function with Bresenham algorithm instead 😎
Video 0: Experimenting with noise + particles Video 1: Finally got Sponza into my SDL3 GPU renderer🥹🥹🥹🥹 #graphicsprogramming #SDL3
Both software renderers, one in @odinlang with @raylibtech and the other in C with SDL3, now support multiple lights with different colors, and I decided to also include this in the Odin tutorial series. 🔨github.com/marianpekar/so… 🪨github.com/marianpekar/so… #odin #c #sdl3 #raylib
I was about to gave up to try another round of #sdl3 #lua #vulkan build. Good thing projects refs build and notice pass and fail builds. Still need to break down later. It was not easy. I was follow the trace of errors. It was insane.
Working on the ScrollBar — almost done! It’s funny how something we use every day without noticing has such complex and interesting behavior. Gotta admit, it’s pretty fun to code, even if few people will truly appreciate it. #whisk3D #opengl #sdl3 #linux
Found another interesting issue of #sdl3. Better keep an eye on it. github.com/libsdl-org/SDL…
Construyo un prototipo de #spaceinvaders en #cplusplus con #sdl3 ojito con la #ia que se inventa la detección de teclas por q event.key.key le parece repetitivo Muy interesante los colliders en 2d nivel básico simplemente se comprueba si dos rectángulos se superponen #gamedev
Hoje eu tava passando o tempo com o #csharp e o #sdl3 no macOS M1 arm64. Nada muito complicado, apenas um tela com cores piscando só pra ver o SDL3 rodando e as bibliotecas que ele está usando nesse ambiente. Vou ver se compartilho o repo depois, mas agora é hora de dormir.
It took me wayyy longer than I care to admit, but I finally have ~99% parity between GBA and desktop! Left is GBA, right is on Windows (Mac working as well, yet to test on Linux) via the #sdl3 #gamedev #retro #gba #goldeneye #doom
Working on the ScrollBar — almost done! It’s funny how something we use every day without noticing has such complex and interesting behavior. Gotta admit, it’s pretty fun to code, even if few people will truly appreciate it. #whisk3D #opengl #sdl3 #linux
Working on the new Outliner in Whisk3D — adding small things like a scroll bar, but also rewriting the core to support multiple nested collections (sky, map, UI). Outliner order will control OpenGL draw order for better transparency and performance. #Whisk3D #OpenGl #SDL3
Well it took a while to get #sdl3 #opengl #glad font working #stb_truetype with #grok in expert mode which made dumbfounded. I guess it must be incorrect query build... Well it worked base on the font sample I gave #grok which took to debug and fixed.
Thought many times and better to build from scrap to get font work in #lua script still reused as base for #sdl3 module. To strip down and later write docs build I hope it works...
Manage to update the code a bit. Still needed to update change for #cimgui. Exposing some functions and constant variable to run cube 3D was not easy. It part of learning progress. To able to replicate in lua script is fun. github.com/Lightnet/sdl3_… #sdl3 #lua #glad #opengl
A lot of code break that part of dev tests. Need to remove same examples for better refine. There was a lot of reworking. github.com/Lightnet/sdl3_… #sdl3 #lua cube 3d sample working for now.
Well it mess or say need better sort the folder but at least I know what happen. github.com/Lightnet/sdl3_… #sdl3 #lua sample cube 3d test. Partly working just incorrect vertex.
Well I guess I misconfig gl_get_attribute which but I sure I read the example docs. #sdl3 Using the lua script manage to know where to get correct data for gl attributes once set.
Manage to get font working partly a bit. Just test build. It something to do with #lua format and misconfig. Might have to do retry to feed data later but now I need to work on cube 3d later. github.com/Lightnet/sdl3_… #sdl3 #opengl #glad
LOD選択! バウンドを投影して画面のピクセル数を計算し、ピクセルごとのポリ数の目標と比較してLOD選択。 メッシュ全体のポリ数なので理想的ではないけど、簡単な初期実装としては◯ #graphicsprogramming #sdl3
Well just double checking project to upload. Just making sure there was no mistakes. It not config (shader files) but working simple triangle. #vulkan #lua #sdl3 github.com/Lightnet/sdl3_…
I was about to gave up to try another round of #sdl3 #lua #vulkan build. Good thing projects refs build and notice pass and fail builds. Still need to break down later. It was not easy. I was follow the trace of errors. It was insane.
The old build github.com/Lightnet/sdl3_… and new build github.com/Lightnet/sdl3_… still it nice to see the different a bit. Still there are still some similar or same layout code I hope need to refine. #vulkan #sdl3 #lua
Both software renderers, one in @odinlang with @raylibtech and the other in C with SDL3, now support multiple lights with different colors, and I decided to also include this in the Odin tutorial series. 🔨github.com/marianpekar/so… 🪨github.com/marianpekar/so… #odin #c #sdl3 #raylib
I kept it simple. Which is not easy to trouble shoot. Learning mistake is not easy. Still part of the learning to code. github.com/Lightnet/sdl3_… #sdl3 renderer test for drawing some simple function calls. Easy to port but #grok does not learn form mistakes.
Well manage to work on reworking project to simple build. One is #SDL3 for lua setup script. It just a simple project. github.com/Lightnet/sdl3_… The idea was simple rework #vulkan build later to better refine it. Just need SDL3 as base to add more stuff later.
Well it not easy still it fun to learn and understand what happen a bit. github.com/Lightnet/sdl3_… when I look at the lua code vs c code it was either easy and hard at the same time. But I need to review code it not easy to be user friendly build. #sdl3 #lua #cimgui #opengl #glad2
Just improve a bit while making sure the code are working for lua script. Although I kept it simple. Still there are lib needs to access event input which not work for imgui event handle. Add test module to learn how create lua script funcs. github.com/Lightnet/sdl3_… #sdl3 #lua
Both software renderers, one in @odinlang with @raylibtech and the other in C with SDL3, now support multiple lights with different colors, and I decided to also include this in the Odin tutorial series. 🔨github.com/marianpekar/so… 🪨github.com/marianpekar/so… #odin #c #sdl3 #raylib
Odin is the C alternative for the Joy of Programming, says @odinlang website. I made two essentially the same implementations of a software renderer, one in C and another in Odin, and yes, it’s true, 100%. github.com/marianpekar/so…🪨 github.com/marianpekar/so…🔨 #odin #c #sdl3 #raylib
I was about to gave up to try another round of #sdl3 #lua #vulkan build. Good thing projects refs build and notice pass and fail builds. Still need to break down later. It was not easy. I was follow the trace of errors. It was insane.
I just noticed that SDL3 uses dark mode window attribute while GLFW does not. #SDL3 #indiedev #gamedev #GLFW #solodev
Working on the new Outliner in Whisk3D — adding small things like a scroll bar, but also rewriting the core to support multiple nested collections (sky, map, UI). Outliner order will control OpenGL draw order for better transparency and performance. #Whisk3D #OpenGl #SDL3
灰色の壁は飛び降りorジャンプ上昇時にすり抜けが可能。DXライブラリの29.アクションサンプルプログラムを参照しながらdart for sdl3で記述。#dart #sdl3 github.com/sansuido/sdl3/…
#SDL3 #vulkan #cimgui manage to get it work a bit. Before #grok timeout limited reach. github.com/Lightnet/sdl3_… Still need a lot of testing again. XD
#sdl3 #vulkan #luajit is just a prototype. #grok3 AI model. It cool to see different way to for code lua language. Well trying to match API functions is not easy since AI model base on c api call. Just for testing later refine.
#SDL3 test build #cmake got some idea how but with #grok3 #grok it help me improve a bit. I hope. At least it clean up to better compile better. Have not full tested but check if packages have no error at least.
#SDL3 Well this will help me think and how #Vulkan works to make easy or hard after understand the code layout a bit. More refine? I have to add more #github repo for test builds. It a lot of reading to learn how to build it. #clang #design #doc #grok3
Construyo un prototipo de #spaceinvaders en #cplusplus con #sdl3 ojito con la #ia que se inventa la detección de teclas por q event.key.key le parece repetitivo Muy interesante los colliders en 2d nivel básico simplemente se comprueba si dos rectángulos se superponen #gamedev
#flecs #vulkan #SDL3 Manage to finish correct cube 3d render test. Well it was fun troubleshoot. github.com/Lightnet/sdl3_… First try to ask #grok but fail and rework the design.
Started working on #Rendepth fresh last night, my 3D media player app. Decided to go with #SDL3 as it added a modern graphic API abstraction to make cross-platform easy. Just a textured quad with #AIart though it shouldn't be hard to port code from the @OpenGL prototype.
Added texture2d which work well almost no error just config files image was needed. With help of #grok #sdl3 #vulkan #flecs github.com/Lightnet/sdl3_… I guess as long there ref data and meaning make the AI model understand keywords just a guess.
#SDL3 glad #opengl #lua node2d . It very simple although I did try this many times for #grok to build this drag, pan and zoom to work. Lost counts redo it. But at least write down some notes and step some degree. github.com/Lightnet/sdl3_…
Hoje eu tava passando o tempo com o #csharp e o #sdl3 no macOS M1 arm64. Nada muito complicado, apenas um tela com cores piscando só pra ver o SDL3 rodando e as bibliotecas que ele está usando nesse ambiente. Vou ver se compartilho o repo depois, mas agora é hora de dormir.
sdl3 for dart のv2.3.1を公開。exampleにポリゴン2dのテストを追加したよ! raycast(黄色)で接触面(青)を取得したり、お互いの衝突判定(白色)したり、中央を算出(赤丸)し回転したりする。#dart #sdl3 github.com/sansuido/sdl3/…
0.1.40のキリ番ゲットだぜ!目玉は、スポットライトのサンプルを追加。#dart #sdl3 Successfully uploaded pub.dev/packages/sdl3 version 0.1.40, it may take up-to 10 minutes before the new version is available.
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