SilbinaryMedia retweeted
Spent some time creating a toolkit so you can build Zig projects for the Wii using devkitPro.
github.com/silbinarywolf/zig…
Also included is an example of using the Wii SDL2 port with it:
github.com/silbinarywolf/zig…
Replying to @NewoGame
I left it there because it was just a proof of concept. I had no reason/desire to actually make sure my game could run on the Wii.
And then also, I'm not working on a game right now, doing something else 😁
Source code out now: github.com/silbinarywolf/jae…
Introducing my game: "Jae's Hyperreal 3D Generation: SIngluxe"
Now available to play in the browser:
silbinarywolf.itch.io/jaes-h…
with a banger song by @katie_dey,
levels designed by @GebbOs and @AlsoCoraGrace
it's guaranteed to give you nearly 2-3 minutes of entertainment!!!!
SilbinaryMedia retweeted
Sebil Engineering's first content update is live on steam!
Over a dozen new challenges. Many more to come.
To celebrate, we're giving one lucky retweeter the opportunity to buy the game at full price! Retweet now to enter!
I've been working on porting the old Sourcemod game mode "Zombie Fortress" to Team Fortress 2's new VScript language that released late last year.
Now all you need to play is TF2 :)
It's in alpha and still has features missing, but it's playable now!
gamebanana.com/mods/461092
Did a proof of concept (butchered my engine internals) in my codebase to get my game running on a Wii emulator.
I just wanted to see how possible it was :)
Built with Ziglang, Devkitpro and GRRLIB!
Took a crack at working on the Go compiler today. Was able to figure out how to make devirtualized functions that are inlineable be inlined :)
Raised an issue here with details:
github.com/golang/go/issues/…
had a realization about my networked game this morning.
maybe... just maybe... tying the shot bullet ID of a player to their User ID and a Frame Counter (uint16) and accidentally constraining the player to only being able to shoot 1 bullet per frame was a bad design choice.
My little networked game experiments are coming along! :)
Here's a video of moving around, shooting bullets and be changing the outbound and inbound lag to 150ms and then down to 50ms. (RTT is then 300ms and 100ms respectively)
#ebitengine #gamedev









