morgan

Morgan McGuire - Gone sailing!

Known for Roblox, NVIDIA, Markdeep, Activision, Graphics Codex, G3D, Skylanders, E Ink, Titan Quest, Vicarious Visions, Unity, Williams College, U. Waterloo, Quadplay, Computer Graphics: Principles & Practice

Friday night, work week is over, time to party!

And by party I mean debug IDE code and pixel alignment on open source while listening to 80s covers.

Added asset preview in the #quadplay fantasy console import dialog so that you can see all of those juicy creative commons pixels before you commit to them.

@keenancrane Congratulations!

To better support the feel of a native mobile game, #quadplay now allows the developer to unlock arbitrary resolutions and continuously resize the framebuffer to match the OS window on desktop, or a mobile screen orientation.

This breaks some of the guarantees and advantages of the fantasy console fixed virtual hardware specs. So, it is handled through a library that can be optionally included and not the core API.

morgan boosted:

Holding SIGGRAPH Asia 2026 in Malaysia is a slap in the face to the rights of LGBTQ+ people. Especially now, when underrepresented people need as much support as we can possibly give them ! Angry like me ? Sign this open letter to let them know. πŸ³οΈβ€βš§οΈπŸ³οΈβ€πŸŒˆ docs.google.com/document/d/1...

Open Letter to the SIGGRAPH Le...

@designerbradley Awesome and congratulations! I can't wait to install it.

morgan boosted:

Alliance Peacefighter is out now!

store.steampowered.com/app/353

This was a labour of love that's taken over 5 years of my spare time, and a game I've wanted to make since I played Wing Commander back in the early nineties. Really hope you like it.

#GameDev #IndieDev #WingCommander

morgan boosted:
Ron Gilbert (Turing Complete)grumpygamer@mastodon.gamedev.place
2025-06-18

I watched a YouTube video of someone using Vibe coding to make a game with AI. 45 mins in and it was running but spewing out error after error. The presenter finally went in an fixed the errors by hand requiring a lot of time and knowledge. I watched the whole thing like someone staring at a traffic accident.

@thibault πŸ˜‚

Well, I can stop debugging why some of my 1-pixel lines look thicker than others at least, since there's no way for me to control that as Apple knows best!

Maybe it is telling me to scale my pixel layouts by 2x to make them look reasonable, but not revealing the true device physical to virtual pixel ratio at all?

@ward The easiest version of dithering is just add different noise to every pixel every frame. You can do this with a tiling noise texture map with a random offset each frame.

If you want a specific look, what those other shaders are doing is applying particular patterns that are in screen space, object space, or relative to the content on screen.

Good luck!

Help!

My MacBook Air M2 has a physical display resolution of 2560 x 1664.
It reports this to apps as 1470 x 956 with a 2.0 HiDPI device pixel ratio.

I understand that the aspect ratio is slightly off from the physical display because it is subtracting the menu bar area that has a camera notch.

But I do not understand the reported width. 2560 / 2 = 1280, not 1470! This is a 1.74 device pixel ratio, not a 2.0 ratio. I expected the screen to be reported as 1280x720 @ 2x.

What is going on?

screenshot of macos resolution window

Good progress for this weekend's hacking, ending with a new #quadplay release just before midnight at github.com/morgan3d/quadplay

Tons of polish in this release for exported games made with this free HTML fantasy console.

Bonus: new support for making word games, including compressed bundled word lists for English.

Hand held game console playing a puzzle game in quadplayRedesigned the deployed HTML game toolbar to be more minimal and easier for users to understand
Made intro animations (pause message and quadplay boot animation) skippable with any user input
Increased loading speed by async loading more of the implementation
Increased exported game loading speed by factoring more IDE code out of the emulator
Merged inactive pause and background pause and the sleep versions into a single setting
Fixed quadplay sleep problems during intro sequence for deployed games
Fixed dice_set_initial_positions() in dice_lib.pyxl failing with NaN results for narrow dice trays
Changed highscores to high_scores in the game.json specification
to be consistent with other quadplay naming conventions
Added show_start_animation option for exported games (defaults to true)
Added mobile_touch_gamepad option for exported games (defaults to true)
Removed support for legacy game.json files that use * to denote the start mode
Added support for .csv.zip and .txt.zip compressed text files
Added set_table option for CSV constants and assets for creating
a set data structure of unique keys from a CSV file
Rewrote asset loader for speed and code maintainability
Added jszip library dependency
IDE button colors now match the emulator theme
Added english_all_table.data.json dictionary
Added english_all_array.data.json word list
Added english_sensitive_table.data.json dictionary
Improved ivanhoe-12 font readability
Added ivanhoe-bold-12 font
morgan boosted:
2025-06-15

if you are under 30 years old and picking a font size for something other people need to read, not just yourself: that’s too small. still too small. A LITTLE BIGGER

#accessibility #ux #typography

ivanhoe-12 #pixelart font for #screenshotsaturday from #quadplay.

All of my fonts are creative commons licensed and available in the github.com/morgan3d/quadplay distribution

Font sheet using a stylized, old British looking pixel font

@TomF Remember back when Intellisense used to consume 100% CPU on Visual Studio?

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