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.
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!
Effulgence RPG is gorgeous and clever!
Trailer: https://www.youtube.com/watch?v=BtlwaOLIBFA
Steam: https://store.steampowered.com/app/3302080/Effulgence_RPG/
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.
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. π³οΈββ§οΈπ³οΈβπ
docs.google.com/document/d/1...
Open Letter to the SIGGRAPH Le...
@designerbradley Awesome and congratulations! I can't wait to install it.
Alliance Peacefighter is out now!
https://store.steampowered.com/app/3538210/Alliance_Peacefighter/
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.
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 π
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?
Good progress for this weekend's hacking, ending with a new #quadplay release just before midnight at https://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.
if you are under 30 years old and picking a font size for something other people need to read, not just yourself: thatβs too small. still too small. A LITTLE BIGGER
ivanhoe-12 #pixelart font for #screenshotsaturday from #quadplay.
All of my fonts are creative commons licensed and available in the https://github.com/morgan3d/quadplay distribution
@TomF Remember back when Intellisense used to consume 100% CPU on Visual Studio?