
Andre Weissflog
@FlohOfWoe
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Sokol Headers, Chips Emulators, Oryol, Nebula Device, Drakensang, C, C++, Zig, Python, WASM... @[email protected] https://t.co/kOX3LYuRzS
Berlin
Joined April 2013
alright, pretty big update to the Tiny Emulators page: new KC85/2 family emulators, more subtypes for the existing emulators, more file loading support, more games (mostly KC85 stuff), and the emulator git branches merged back to master: https://t.co/G6YMU3Zhxy
#WebAssembly
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Eh ok, I'm finally done with Twitter. Fuck Elon Musk. For sokol announcements find me on Bluesky or Mastodon: @floooh@mastodon.gamedev.place https://t.co/2sTdVzciFJ
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I am always bemused by programmers that don’t use debuggers. It isn’t just about breakpoints and examining variables, but also being able to break into a process that has been running for an hour and issue something like:
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Here’s your occasional reminder to sponsor the free projects you use! Or perhaps just generally vibe with! Here is our page #defold #indiegamedev #gamedev
https://t.co/mT4bdJToSJ
defold.com
The Defold Foundation is funding Defold development through community donations, corporate partners, partnership deals and support contracts.
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Surprised that the new idiot in charge didn't sign an Executive Order forcing Github to rename the default branch to 'master' lol.
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PSA: I just merged a minor but potentially breaking change in the sokol_gfx.h GL backend (only breaking if you use storage buffers on the fragment stage via sokol-shdc, so *very* obscure): https://t.co/ow6a04DEOl
github.com
minimal cross-platform standalone C headers. Contribute to floooh/sokol development by creating an account on GitHub.
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I extracted my little sprite renderer I wrote some time ago into an example repo. It's written in @odinlang using @FlohOfWoe's sokol headers: it renders sprites to an 320x180 offscreen and scales it up to match the display. It was a fun introduction gfx programming! Link ⤵️
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Not bad for a "mobile CPU" (new Github linux-arm64 runners).
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Hot take: retained-mode was a premature optimization. We built Membrane using rust and egui and never looked back. When our IDE was react-based we had to worry about reflows and re-renders. With immediate-mode every frame is a re-render! But it only takes 900us
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Modern C++ is such a mess that it requires 'notes' next to 'warnings' and 'errors' lol note: parameter passing for argument of type ‘tint::Number<tint::detail::NumberKindF16>’ when C++17 is enabled changed to match C++14 in GCC 10.1
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AMD D3D11 driver question: Is anybody aware of Radeon RX 7700S drivers mis-reporting pixel format capabilities in D3D11 (specifically MSAA-renderable)? (e.g. see: https://t.co/Y6F4gC64ue) Or, is there an uptodate 'capability database' somewhere to lookup stuff like this?
github.com
When trying to setup a framebuffer on my Windows machine, I receive the following error: VALIDATE_IMAGEDESC_NO_MSAA_RT_SUPPORT: MSAA not supported for this pixel format This happens even if I simpl...
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...there's also sound via sokol-audio, it's just not captured in the video. This is also where the Zig ecosystem starts to become valuable, all the tricky stuff regarding the Kitty Graphics Protocol is taken care of by libvaxis: https://t.co/jGDER3wL0W
github.com
a modern tui library written in zig. Contribute to rockorager/libvaxis development by creating an account on GitHub.
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New attempt to run emulator in terminal via Kitty Graphics Protocol, this time in #Zig via libvaxis, works really well (in Ghostty or Kitty terminal at least). Repo: https://t.co/o56CsSFmc9
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Tiny Emulator's 15 minutes of fame (bottom right screenshot) ;) (did some nice UI updates over the Christmas break, ported to the Dear ImGui docking branch, and the UI layout is now persisted between sessions) https://t.co/G6YMU3ZPn6
dear imgui 1.91.7 released https://t.co/uBxM0Ms2xA - SDL_GPU backend, IsItemDeactivated signal fixes, better error handling, InputText fixes, Tables angled headers fixed on secondary monitors, Metal, Vulkan, Allegro5 backend fixes & many more.
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Ok, this is pretty cool, Doom in Ghostty via Kitty Graphics Protocol as mixed Zig/C project (and it even has sound, can't record that on Mac though): https://t.co/EDvEM1EhGD
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TL;DR: please write a GH issue (even for small things) instead of leaving comments on random commits, saves me a lot of time.
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This has to be the most opaque Github feedback feature. You get a notification like on the left, just links to a commit. Then you have to scroll through the entire commit looking for a little icon on the right side which hides a comment somebody left on a line of that commit.
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The Jai and D bindings now also got the comment treatment, also pretty cool: D bindings docs as HTML (via @TheuCatarino): https://t.co/rF9bJ3yrSj Stuff like this is a good motivation to make the sokol header comments more doc-generator / LSP friendly.
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The sokol language-bindings generators can now extract comments from the C headers and integrate them into the language bindings (with sokol-zig and sokol-odin being the first bindings with integrated comments). See changelog for details:
github.com
minimal cross-platform standalone C headers. Contribute to floooh/sokol development by creating an account on GitHub.
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"Interesting" problem (tl;dr: don't use iCloud Sync on your dev folder on macOS): https://t.co/n7L1H0ujxP
github.com
When setting the project config to osx-xcode-debug and building using: ./fips set config osx-xcode-debug ./fips gen ./fips build I get this error in the code sign phase: [...]/fips-workspace/fips-d...
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