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Welcome back to another development update for the nCine, covering what has been accomplished in the last quarter of 2025 and the first half of 2026.
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Most graphics programmers know about the concept of a warp (or a wave in AMD parlance).
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After eight years of serving me well, I decided to retire my old Jekyll-based site, which used the Beautiful Jekyll theme, a popular Jekyll template created by Dean Attali.
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Compilation speed directly affects iteration time when developing an engine.
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Welcome back to another development update for the nCine, covering what has been accomplished in the first part of this year.
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In this article, we’ll go over the progress of the nCine throughout 2024.
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Lately, the development rate of the nCine slowed down a bit.
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I just got a new laptop, an Asus ROG Zephyrus G15 GA503RM (2022), and of course, I’m timing the nCine compilation to see how much time it will make me save. 😉 Should you be interested in the first compilation benchmark article, it is available here.
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Yet another update coming after a very long time since the previous, apologies for that.
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After a very long time without an update, here comes a new one.
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Quite some time has passed since the previous development update but I’m here again to talk about the latest nCine progress.
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A bit more than ten years have passed since that first commit.
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If you follow the project on GitHub you might have noticed a big development slowdown during the summer.
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I have spent nearly two months on a big task this spring: custom memory allocators.
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Today I upgraded my Arch Linux workstation with pacman as I usually do every day and a little surprise was waiting for me.
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Welcome to another nCine development update!
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A lot of work has been put into the project as usual during those last months of the year.
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The last two months of work on the nCine were mostly dedicated to the quality of life improvements for users.
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Exciting news for this development update: a new supported platform!
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I’m sure many of you have heard it already: the nCine source code has been released on GitHub!
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It has been a month and a half of small but useful updates for the nCine.
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I have spent some very intense weeks this March to completely overhaul and refactor my CMake scripts.
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Just a few weeks after the last update here I’m again to write the next one in which I’m going to show you the performance of my new hash table implementation.
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After all the work carried out during the last months and culminated in the previous update, I took some time to experiment with some different things.
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During those months two very important features appeared in the nCine.
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Plenty of work has been done during these few last months as I decided once again to update the engine renderer.
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Are you curious about the time I spend to compile the nCine?
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A lot of work has been carried out during the last three and a half months.
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During those three months I have been working on two big features.
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During June and July 2017 I have been working as usual, in my spare time, on the project. 😉 The first big June addition has been the automatic screen culling of sprites, a very important feature needed in order to support games extending on multiple scree…
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I am writing this to present my latest and biggest project to date, the nCine.