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Over the last six months I’ve been polishing and optimizing Tofu Engine’s software renderer.
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Recently, I upgraded Lua from version 5.4.x to 5.5.0.
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A crucial concept behind the design of Tofu Engine is the idea of using palettized graphics.
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When I started working on Tofu Engine (way before its name was decided… and even before I had my first dog who, coincidentally, is also named Tofu) the first decision I made was that it had to be multi-platform.
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A game engine is much like an operating systems.
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When using an embedded scripting language in a game-engine (or in any other real-time operating software) one should always take into account performances.
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The other day I came across the Anbernic RG35XX+, which I have to admit I had never heard of before (I’m not really into retro gaming, to be honest).
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The end of the year is just around the corner… … and we are actually a little behind on devlogs.
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Picture yourself working at your desk, tinkering on the design of some of the internals of your game engine (as I wrote in the previous devlog post), toward a significant redesign of the game-engine core.
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Hooray!