3 ms·
Edit: I missed this was software rendered. I’m one gen-iteration ahead. Prob would still be possible to render my game cpu side provided I use the most efficien
by YesBox 1y ago
Edit: I missed this was software rendered. I’m one gen-iteration ahead. Prob would still be possible to render my game cpu side provided I use the most efficient sprite depth ordering algorithm possible (my game is isometric pixel art like rollercoaster tycoon)
Ha! That’s what I’m stuck with for Metropolis 1998. I have to use the ancient OpenGL fixed function pipeline (thankfully I discovered an AB extension function in the gl.h file that allows addition fields to be passed to the GPU).
I’m using SFML for the graphics framework which I think is OpenGL 1.x
Game to show what’s possible: https://store.steampowered.com/app/2287430/Metropolis_1998/ https://store.steampowered.com/app/2287430/Metropolis_1998/
- dandersch 1y ago> I have to use the ancient OpenGL fixed function pipeline Why do you have to and do you also use parts of the old immediate-mode API?
- YesBox 1y agoIt's what SFML uses. Im unable to create my own framework for the time being. Im not using immediate-mode
- MrGilbert 1y agoSidenote: Can't wait for the release!
- YesBox 1y ago:) Thanks
- klaussilveira 1y agoOh, man! This is really cool. Do you maintain a blog or a patreon that allows people to follow the progress on the project? Any way I can buy you a beer?
- YesBox 1y agoThanks! No blog or patreon. I use twitter, bluesky, and reddit to post updates [0] It is possible to "pay what you'd like" on itch though :) [1] The demo up there is in pre-alpha, but I push out a big update every 4-6 months. [0] https://linktr.ee/yesboxstudios https://linktr.ee/yesboxstudios [1] https://yesbox.itch.io/metropolis1998 https://yesbox.itch.io/metropolis1998
- pbohun 1y agoWhoah! That's so cool!