Creează un cont pentru a te abona la acest blog și a-i urmări articolele pe pagina Lectură.
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Recently, I gave an inteview to a Paraguayan YouTuber lucasmelor who made a great video about my PS1 game development work.
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I gave an interview to Lee Cisco for GCORES (a Chinese website about videogames).
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Comments (GitHub discussion) Comments (Hacker News) tl;dr: I learned some Vulkan and made a game engine with two small game demos in 3 months.
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This setup only works on Windows with Chrome (might work with Chromium, Edge etc. as well).
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Related: How to implement action sequences and cutscenes in Lua Making and storing references to game objects (entities) in C++ and Lua LuaVela - the LuaJIT fork I’ve worked on I’ve written many articles about using Lua with C++ on my old blog many years…
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Building C++ projects and managing dependencies is hard.
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Recently I’ve ported my game/engine from SFML to SDL.
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Recently, IPONWEB open sourced its fork of LuaJIT called LuaVela.
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Introduction This post will show ways of implementing actions sequences and cutscenes in video games.
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Introduction A year ago I wrote a small library called MetaStuff.
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Table Of Contents Introduction shared_ptr and weak_ptr Using unique ids Storing references to entities in Lua Introduction The problem of handling references to game objects (I’ll call them entities) comes up very often.
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Related article: Using Dear ImGui with SFML This is my second article about Dear ImGui!
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Related article: Using ImGui with modern C++ and STL This is the first part of tutorial about Dear ImGui (AKA ImGui) and it’ll show you how to set it up with SFML.