randompedroj.bsky.social
•Veteran @GodotEngine.org contributor (a.k.a. RandomShaper)
•Console middleware lead eng. at @w4games.bsky.social
•Author of http://hellrule.com
•Songwriter, singer, guitarist
•Nightly retro QBasic gamedev adventurer
42 posts
1,218 followers
48 following
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Since I'll post more about this, I'm adding a few hashtags.
#retrogaming #dos #msdos #gamedev
By the way, I'm switching to a 386SX@16 MHz, as that was my first PC, the one where I tinkered with QBasic the most.
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Too late, sadly, for this year, but definitely something for me to keep an eye on. Thanks for pointing me to it.
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I love the atmosphere of that.
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In the D3D12 backend, we go from SPIR-V to DXIL without using DXC. Since the Godot high level shading language is GLSL-like, it's preprocessed into GLSL, eventually handled by glslang.
That said, it should be relatively easy to support stray HLSL shaders via DXC in a fork/module/extension.
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As long as you can use a Stadia controller, everything seems fine.
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And, let me add, pausing should z
stop all sound! You want to be able to quickly check that noise you heard.
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Many thanks! I did my best.
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Quizá sea porque hoy estoy especialmente sensible por cosas que han pasado por aquí... El caso es que tu relato me ha llegado al alma. Qué sensación de pérdida e impotencia.
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A King's Quest III game disk had yet more original AGI interpreter source code on it. I extracted the code from the SQ2 & KQ3 game disks and added it to the following GitHub repo: github.com/lanceewing/agi #SierraOnline #SpaceQuest #KingsQuest
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Sadly, I cannot self-fund the project anymore until I find a new job. Our biggest sponsor has to leave too. So things will slow down until we accumulate more funds; possibly through new services. If you enjoy the project, consider donating to it on Github Sponsors!
github.com/sponsors/Gra...
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🤭
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Saltycan, sleeps under a rock around the sea and can throw the remnant Friskies charged with megatons of explosive power.