Released emscripten-glfw 3.4.0.20250209:
* Added support for touch (mobile)
* Added support for wasm64 (-sMEMORY64 Emscripten option)
Released emscripten-glfw 3.4.0.20250209:
* Added support for touch (mobile)
* Added support for wasm64 (-sMEMORY64 Emscripten option)
A minor revision of #XU4 - Ultima IV Recreated is now available.
Changes since last year's release are:
- An update of the license to GPLv3+.
- Using #GLFW 3 on Windows (saving some memory).
- Karma adjustments from buying reagents match DOS version.
- Fixes for a few other issues.
Version 1.4.1 archives and #Fedora packages can be downloaded from https://xu4.sourceforge.net/
I always wanted to play with RPGツクール95 (RPG Maker 95) games, unfortunately it does not work well on modern systems... until...
Open Yuusha!
https://gitlab.com/lenaing/open-yuusha
I'm (almost) perfectly satisfied in using #glfw as a backend for my #gameengine, however I'm a bit concerned by the lack of recent updates to the repository. I hope the maintainer is well.
However, i recenlty found an interesting alternative: RGFW.
It looks promising, despite lacking gamepad support... this made me think that I should abstract the frontend interaction layer of *Tofu Engine* so that I can easily swap the in the future.
And possibly try and use SDL2, too...
Implemented custom cursors (glfwCreateCursor) in emscripten-glfw v3.4.0.20241004 https://github.com/pongasoft/emscripten-glfw
I published a blog post introducing emscripten-glfw, my Emscripten implementation of GLFW:
https://www.pongasoft.com/blog/yan/webassembly/2024/09/12/Introducing-emscripten-glfw
I released emscripten-glfw v3.4.0.20240804 which contains a couple of bug fixes
https://github.com/pongasoft/emscripten-glfw/releases/tag/v3.4.0.20240804
I know it is silly to be excited about a scrollbar, but my latest emscripten-glfw release actually fixes the "scrollbar stops to work when outside the browser" issue :) https://github.com/pongasoft/emscripten-glfw
Happy to announce the release of WebGPU Shader Toy.
You can try it in your browser: https://pongasoft.github.io/webgpu-shader-toy/
Decided to do the learn OpenGL tutorial in Common Lisp and was kind of set back by the GLFW bindings there are. GLFW is just something I am more familiar with so I chose GLFW despite SDL bindings being better supported in Common Lisp.
There were 2 GLFW bindings and one of them, the more recent one, crashed with the glfwMakeCurrentContext
call and shut down the REPL
Many of the OpenGL tutorials that exist for common lisp also use the deprecated fixed pipeline.
Anyways, it took longer than I intended for a triangle, but here it is!
https://gist.github.com/somecho/7d19aa122b6875e2d742dd11b7fabfce
Is this AI generated, or someone thinks middleware aimed for game development is the same as a game engine?
Regardless, can someone help me in finding some kind of #opensource middleware similar to #raylib, #sdl, #sfml, and #glfw? I can't find anything else, especially thanks to #seo and/or people not understanding the difference between engine and middleware. All I need is a fixed buffer audio stream (worst case scenario, I'll use my own that I started writing for my own middleware I can't finish due to lack of time), input handling, and creating an OpenGL window. I don't have enough time to tinker with my own middleware and/or directly hooking into the OS (thanks to SEO, a lot of the search results are also garbage for stuff like rawinput).
My WebGPU Shader toy is progressing quite nicely...
* Load external shaders
* Drag and drop
* Show Inputs value live
* Show errors
* Store current window sizes (local storage)
A much better screenshot with a much better font for Hi Res rendering... #wgpu #shader #glfw #emscripten #cpp
Very early prototype of my attempt at building something like a shader toy for WebGPU in the browser.
Technologies used:
* emscripten (c++) for the compiler
* contrib.glfw3 for the GLFW implementation (multi / resizable windows)
* ImGui in one window
* Straight WebGPU / Fragment shader in another (using webgpu_cpp.h)
It turns out I *can* in fact brain hard enough!
Considering I started this task at 10:48 and finished around six after midnight, I'm starting to smell a pattern here. Something something best work at night?
I took screenshots of the process too in case anyone's interested.
I... don't think I can brain hard enough to add sprite batching to this thing.
It might be a bit of work to set up and compile but if someone smarter than me could please look into adding batching to this sprite renderer, that would be *absolutely* great.
(LINK REMOVED, NO LONGER RELEVANT)
The bug fix for the gamepad issue in my emscripten glfw port is now widely available with the latest release of emscripten 3.1.57
Заставляем дружить OpenGL c JVM на macOS
Исторически так сложилось, что macOS сильно отличается от других операционных систем, когда дело доходит до нативной работы с окнами и графикой. И нельзя сказать, что это определенно плохо или хорошо. В этом плане Apple решили пойти своей любимой дорогой: "мы лучше знаем что тебе нужно, поэтому сделали все за тебя". Как же это проявляется?
We got the #MapLibre Native Metal graphics backend working on #macOS with #GLFW. Not really a platform for end-users of MapLibre Native, but great for development and debugging. https://www.youtube.com/watch?v=oefttjZ2XMg