Björn Ritzl

Results 580 comments of Björn Ritzl
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Occlusion culling on GPU discussed here: https://github.com/defold/defold/issues/3406#issuecomment-1003941486

## FOR ANDROID 12 AND BELOW Continue to use the `AKEYCODE_BACK` handler is in `android_init.c`: https://github.com/defold/defold/blob/dev/engine/glfw/lib/android/android_init.c#L553-L559 Use [android_get_device_api_level()](https://developer.android.com/ndk/reference/group/apilevels#android_get_device_api_level) to check API level. ## FOR ANDROID 13 AND ABOVE Add `getOnBackInvokedDispatcher....

One concern I have is that if a game has files saved in $HOME and the developer releases a new version of the game where $XDG_DATA_HOME is the new top...

> I was also thinking, there's the complexity of `XDG_CONFIG_HOME` vs `XDG_DATA_HOME` vs `XDG_CACHE_HOME` vs `XDG_STATE_HOME`. A config file would ideally go in `XDG_CONFIG_HOME`, while game progress would probably go...

> I think I'd be in favor of closing this. It's a breaking change, and I don't think the benefits outweigh the costs. I agree. Let's close it and see...

> Do we want to have some way of detecting certain non-standard "features" in the engine somehow? If a certain platform doesn't support MRTs, a user might want to turn...

There seems to be a problem on Android still: https://forum.defold.com/t/defold-1-3-5-beta/71292/22?u=britzl

No additional information provided. Closing.