Mathias Westerdahl
Mathias Westerdahl
Currently, we try to incrementally guess the number of tokens needed to allocate memory. Then we allocate and parse the file. If the parse fails due to out of buffer,...
In order to keep draw calls to a minimum, we need to make use of instancing. I.e. having a transform buffer go along with the draw call.
# Engine [ ] Add M1 support for modelc_shared.dylib # Editor [ ] Fix default animation field when using single animation ([link](https://forum.defold.com/t/new-gltf-model-importer-beta-test/71436/39?u=mathias_westerdahl)) [ ] Fix default animation field when using...
We should start the remote build job on a separate thread, and then check for the result at the end of the content build. A little bit related to: https://github.com/defold/defold/issues/3953
Things left to do: * MoltenVK for arm64 * Update with latest LuaJIT for arm64 * Update build.yml * Recompile `strip` for x86_64+arm64 * Needs to be without xcselect dependency!...
There is an inconsistency in the implementation of the string to number functions. Only the `zj_strToInt` function uses the `s` variable in the string conversion. The other functions use the...
I propose moving only the public headers to the `rive-cpp/include/rive` folder so that it's easy to see what the api actually exists of.
**What language does this apply to?** This is regarding the C/C++ part of the code. **Describe the problem you are trying to solve.** When building the lib for various platforms,...
Fixes #8598 ## PR checklist * [ ] Code * [ ] Add engine and/or editor unit tests. * [ ] New and changed code follows the overall code style...
We would like to be able to write a game using our `dmSdk` (C++). This task is a first step towards that goal, and should identify the current missing pieces...