Please join me in witnessing the final line of code needed for the fabled hello world triangle, written in C, using Direct3D 12.
Isn't it fun that they decided to write the whole library in modern, oop-style C++ :) so fun. so fun. so fun. so fun.
Trying to dev on Linux definitely isn't as easy as Windows, but we are getting somewhere
Got Wayland window open w/ XDG, able to draw with OpenGLES 3.0 w/ EGL
Something is hurting the timing, stutters every second, I'll try moving from all raw -> GLFW and see if I get any luck
I'm done
- Player movement and some light / shadow
- Ring buffer for rewinding the player position
- 2.5D projection of the 2D art with a heightmap
- Referenceable tile buffer for level editing using a custom asset packer
- ASCII based level editor
- Awful collision
Trying to dev on Linux definitely isn't as easy as Windows, but we are getting somewhere
Got Wayland window open w/ XDG, able to draw with OpenGLES 3.0 w/ EGL
Something is hurting the timing, stutters every second, I'll try moving from all raw -> GLFW and see if I get any luck
Time to stop procrastinating and build this IMGUI lib I have yapped about
Goals:
- Platform agnostic core, native platform layers (Win32/Cocoa)
- Friction-free, clear, intuitive API
- Performant af
- Normalized consistent style - basic style changes can be made to components
Windows users: Try resizing a Chrome window quickly. Or Steam. Any major app. They get this wrong.
I'm not the first person to solve this problem, but I might be the first to publish a minimal, well-documented example of how it's done.
GitHub link (and .exe) in replies.