Robert Konrad

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You'll have to compile Krom yourself until I update the binaries. Compiling Krom is fun though.

Hm, this was probably fixed when we switched to Android's C++-audio-API.

Hmmm, I suppose the issue died of old age.

MingW does now work from what I've heard but if you use Direct3D (which is recommended) you will run into problems compiling shaders. For D3D12 you can probably make it...

/bigobj is now the default (only downside I see mentioned in the internetz is a lack of compatibility with VS < 2005). Should add an option for compiler arguments nonetheless...

But yesterday I ran into that issue when compiling Krom. Also taught Visual Studio to default to 64 bit compilers because of that. Visual Studio by default doesn't like big...