questorinter.bsky.social
questorinter.bsky.social
@questorinter.bsky.social
where do you use c#, gamecode and/or backend code?
November 7, 2025 at 8:43 PM
what should I say, I love it :) really looking forward what you will include and work on! the small things make me loving it like the cursor motion animation and so on... and btw, thanks for releasing the source code so that we can take a look how you develop things :)
October 7, 2025 at 6:59 AM
would it be possible to get a peek into what you had? I'm asking not because of commercial stuff, but for demoscene-64k stuff something like that is always good to have ;) will you delete it forever or keep some historical stuff (with a big label "not maintained and no support!")?
September 21, 2025 at 7:59 PM
thanks for your really detailed writeup, I'm enjoying all the technical details. Only doing the merges into my own projects are "not funny" but I understand the need from your side and we want to have progress to never features ;)
August 19, 2025 at 10:45 AM
I'm updating my toy project slowly to the new release: is there an advantage to combine index- and vertexbuffer into one buffer (besides having only one buffer instead of two)? mostly talking about static stuff, dynamic might be better to have two buffers to be able to update them better (I guess)
May 27, 2025 at 9:56 AM
you know deadlockempire.github.io, do you? but honestly:use a premade library and never ever do mutex-stuff on your own, because sooner or later (mostly sooner) you will search for things like "works most of the time" or "sometimes failes".some time ago I was the one who had to search for these.
The Deadlock Empire
Slay dragons, learn concurrency! Play the cunning Scheduler, exploit flawed programs and defeat the armies of the Parallel Wizard.
deadlockempire.github.io
May 22, 2025 at 8:16 PM
great game, congrats! any idea if and what will be the next tutorial? do you take proposals?
May 13, 2025 at 9:42 AM
thank you for your really great article. funnily I needed exactly this 2 weeks ago when I did a toy-implementation of monte-carlo game trees (which is still not working, but one of my errors was selecting always 50%). I'm looking forward to more articles like this :)
May 9, 2025 at 7:05 AM
which programming language? I once had fun with c-json-libraries that could only handle utf8, but create buffer over-/underflows with utf16/utf32 because the needed memory was calculated wrong.
March 10, 2025 at 3:09 PM
nice, I think what could help is some pointer how to debug your drawing-code (renderdoc!) because usually debugging shaders and states is really finky without proper tooling...
January 28, 2025 at 9:32 PM