Its work in progress currently, but we are making good progress. :)
Its work in progress currently, but we are making good progress. :)
We release programming updates regularly so stay tuned!
#buildinpublic #programming #Python #developer #gamedev #softwaredevelopment #SoftwareEngineer #coding #CPP
Thanks for reading :D
We release programming updates regularly so stay tuned!
#buildinpublic #programming #Python #developer #gamedev #softwaredevelopment #SoftwareEngineer #coding #CPP
Thanks for reading :D
No additional image rendering API, or video playback API any more, often with their own constraints on size, rotation or position.
This design philosophy is one we have used to...
No additional image rendering API, or video playback API any more, often with their own constraints on size, rotation or position.
This design philosophy is one we have used to...
Because everything links back to these fundamental pillars of application development, it's much easier to know where to begin when working on a feature.
You want to do any 2D graphics...
Because everything links back to these fundamental pillars of application development, it's much easier to know where to begin when working on a feature.
You want to do any 2D graphics...
The same applies for shapes. You can render shapes using PMMA, and it's that same API which also provides support...
The same applies for shapes. You can render shapes using PMMA, and it's that same API which also provides support...
However, it's incredibly daunting and can be troublesome when different position approaches may not work depending on your setup or workflow.
In PMMA things are a bit different.
There is one...
However, it's incredibly daunting and can be troublesome when different position approaches may not work depending on your setup or workflow.
In PMMA things are a bit different.
There is one...
I could talk all day about different strategies for moving a game object around in Unity.
However, for as many different methods there are, there are as many different situations where...
I could talk all day about different strategies for moving a game object around in Unity.
However, for as many different methods there are, there are as many different situations where...
We release programming updates regularly so stay tuned!
#buildinpublic #programming #Python #developer #gamedev #softwaredevelopment #SoftwareEngineer #coding #CPP
Thanks for reading :D
We release programming updates regularly so stay tuned!
#buildinpublic #programming #Python #developer #gamedev #softwaredevelopment #SoftwareEngineer #coding #CPP
Thanks for reading :D
No additional image rendering API, or video playback API any more, often with their own constraints on size, rotation or position.
This design philosophy is one we have used to...
No additional image rendering API, or video playback API any more, often with their own constraints on size, rotation or position.
This design philosophy is one we have used to...
Because everything links back to these fundamental pillars of application development, it's much easier to know where to begin when working on a feature.
You want to do any 2D graphics...
Because everything links back to these fundamental pillars of application development, it's much easier to know where to begin when working on a feature.
You want to do any 2D graphics...
The same applies for shapes. You can render shapes using PMMA, and it's that same API which also provides support...
The same applies for shapes. You can render shapes using PMMA, and it's that same API which also provides support...
However, it's incredibly daunting and can be troublesome when different position approaches may not work depending on your setup or workflow.
In PMMA things are a bit different.
There is one...
However, it's incredibly daunting and can be troublesome when different position approaches may not work depending on your setup or workflow.
In PMMA things are a bit different.
There is one...
I could talk all day about different strategies for moving a game object around in Unity.
However, for as many different methods there are, there are as many different situations where...
I could talk all day about different strategies for moving a game object around in Unity.
However, for as many different methods there are, there are as many different situations where...
We release programming updates regularly so stay tuned!
#buildinpublic #programming #Python #developer #gamedev #softwaredevelopment #SoftwareEngineer #coding #CPP
Thanks for reading :D
We release programming updates regularly so stay tuned!
#buildinpublic #programming #Python #developer #gamedev #softwaredevelopment #SoftwareEngineer #coding #CPP
Thanks for reading :D
We have also been making other improvements and fixes to the windowing system so it works even more reliably than before.
Multiple window support will be coming to PMMA 5.2, along with the re-introduction of video playback!...
We have also been making other improvements and fixes to the windowing system so it works even more reliably than before.
Multiple window support will be coming to PMMA 5.2, along with the re-introduction of video playback!...
So, finally PMMA will be getting support for multiple windows, and having tested it, it's fantastic!
...
So, finally PMMA will be getting support for multiple windows, and having tested it, it's fantastic!
...
Well now we do. But when we rewrote large portions of PMMA from Python into C++ in PMMA 5, we completely re-structured...
Well now we do. But when we rewrote large portions of PMMA from Python into C++ in PMMA 5, we completely re-structured...
Of course, now with BGFX we no longer have anything limiting us to using a single window.
This is excellent because finally we can support making multiple windows through PMMA!
But it poses another problem.
...
Of course, now with BGFX we no longer have anything limiting us to using a single window.
This is excellent because finally we can support making multiple windows through PMMA!
But it poses another problem.
...
So, whilst OpenGL wasn't initially a reason for our one window policy, it later turned into one when...
So, whilst OpenGL wasn't initially a reason for our one window policy, it later turned into one when...
When we transitioned in PMMA 5 from Pygame to GLFW we thought briefly our one window dream had been shattered because GLFW supported making multiple windows.
Great! Except we used OpenGL...
When we transitioned in PMMA 5 from Pygame to GLFW we thought briefly our one window dream had been shattered because GLFW supported making multiple windows.
Great! Except we used OpenGL...