Thomas Altenburger
Thomas Altenburger
OpenAL definitely is a dead-end when it comes to match the effect behaviors of WindowsDX/XNA. The best route of action is to replace OpenAL with a library which would allows...
I'm not a fan of BlockOnUIThread in this context but I must admit that EnsureOnUIThread has a misleading behavior because it postpone the job to the next frame. In my...
> I would suggest in 4.0, requiring all `GetData()` and `SetData()` calls must be batched.`; Considering newer APIs like Vulkan, D3D12, and consoles... this is likely what is going to...
Sounds good to me.
Not as of now. There are likely more important works in the audio namespace to go through first, like moving away from OpenAL (which has hard limitations on effects and...
As someone who has done a hundred of console releases with MonoGame, quite honestly, if I had to care about sync'ing 2 implementations for 11 platforms every time I need...
> how do we add things like compute shaders while also maintaining console targets? I believe that the current state of MonoGame and its interconnected projects don't allow for breaking...
Most of the prioritized projects are listed [here](https://github.com/MonoGame/MonoGame/projects?type=classic). I also have a community post in the work to shed some light on all of this and call to participate. What...
> I'm a beginner and don't know much but why can't there be made a monogame in C++ just for the consoles (which can also be run on desktop)? >...
> Is it correct console manufacturers buy BRUTE from Sickhead Games and then "glue" their own C++ console SDK together with the open source part of MonoGame by using BRUTE?...