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Overview

Emsley. I am currently the lead programmer on Samurai Gunn 2 . It is being made in my game framework MoonWorks with my ECS implementation MoonTools.ECS . I am the principal designer of the SDL GPU API and a co-maintainer of the FNA Project .

News

Blog 1 year ago
Stop Making Threads
A folk definition of insanity is to do the same thing over and over again and to expect the results to be different. By this definition, we in fact require that programmers of multithreaded systems be insane. Were they sane, they could not understand thei
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Blog 1 year ago
SDL GPU API Concepts: Sprite Batcher
I am repeatedly asked the question, "Now that there's an implementation of the SDL Render API on top of the SDL GPU API, why doesn't the SDL Render API just add shader support?" My response to this question is always the same: "Writing a sprite batcher is
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Blog 2 years ago
Introducing: SDL_shadercross
The SDL GPU API has been merged, and SDL3 is now in ABI-stable preview. I'd like to draw your attention to the the following datatype of the API. typedef Uint32 SDL_GPUShaderFormat; #define SDL_GPU_SHADERFORMAT_INVALID 0 #define SDL_GPU_SHADERFORMAT_PRIVA
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Blog 2 years ago
SDL GPU API Concepts: Data Transfer and Cycling
Ever since the FNA team's GPU API proposal got approved, the concept I get the most questions about by far is cycling. This is definitely the most unique and conceptually nuanced aspect of our API, so I would like to go into some detail about it here and
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Blog 2 years ago
Layers All The Way Down: The Untold Story of Shader Compilation
Background As a game developer who works primarily in frameworks instead of engines, one of the biggest pain points is the need to render on multiple platforms efficiently. For most platform-level tasks, like window management, input handling, etc, SDL do
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