J1mbo
J1mbo
I have a build integrating Blargg with multi-threaded shading via boost. I'm trying to get this updated as it was based on 2013 code. My version also fixes the timer...
@bni in case you were wondering. I've updated the build for SDL2 and it runs on an RPi 4 (at 30fps)... I need to sort out some in-game seg faults...
 Work in progress, especially the vignette.
 Progress...
@bni Are you able to build the current master on Mac OS with SDL2?
Excellent, can you share the cmake etc? The shaders would be better done in OpenGL, but currently I have just stacked textures in SDL which seems to work well enough...
Thanks. I can't make it work on Mac, it just gets stuck at SDL.h. But anyway, I have also made a fork with the shaders here: https://github.com/J1mbo/cannonball Broadly the functionality...
Thanks - I finally got it built, by compiling with gcc. I have SDL installed with brew. I think we need some better documentation for Mac, it's a bit of...
Thanks, I got high-DPI working. This shot from the arcade mini cab is a great reference: https://twitter.com/djyt/status/1293109217235275776/photo/4 On the Mac is looks like this (I think mask 7 35%): https://twitter.com/jimbo_4000000/status/1296894217969635330/photo/1
I’m super looking forward to trying this out :-)