This version is a big step forward, multithreading in particular should allow for more efficient 3D games, by allowing to run 3D collision engine in parallel with rendering, and on demand rendering being a big improvement for professionnal apps. Now we use the same OpenAL-Soft version for every platform, providing a consistent API accross platforms and opening the way for future audio additions such as filters and effects. Audio used to depend on various engines: XAudio2 on UWP and several versions of OpenAL. This saves a lot of GPU/CPU power as well as battery life. Gideros now supports on demand rendering: rather than updating the screen continously (the fps), when on demand rendering is enabled Gideros will refresh the screen only if it can figure out something has changed. Such table accesses are slower, but thread safe. heres an article in case you might have some inquisitiveness. A new table.share call has been added to make a lua table protected with mutexes. Wondered how ar2rsawseen makes all those wonderful plug-ins Most of you might need it for the Androids, but fr the other few that need to make plug-ins for iOS and are still wondering or searching (Googling or Binging) and still not finding it. in theory! In practise care should be taken to avoid concurrent modifications, and most Gideros API isn't thread safe. Gideros Bay, with its magnificent beach and incredible nature, at the junction of blue and green, myth and reality. They share the same environment as the rest of your code, and can access anything. Parallel threads are launched by Core.asyncThread instead of Core.asyncCall, and have a lot in common with those asynchronous threads. True parallel multithreading is now possible in Gideros, with limitations similar to those that come with multithreading in C++. It comes with performance improvements and a new form of litteral strings. LuaU engine have been upgraded to latest (or rather latest a few weeks ago!). I am confident it should be at least backward compatible. That seems like a lot more involved.I am happy to announce the (pre) release of Gideros 2022.9, maybe too soon but lets face it, I can't spend time doing in depth testing of each release so lets do it together. I would have to do the animations on the fly, then, instead of precomputing. I achieve much better results swizzling the few colors on the original asset and pre-compute new assets. I can do even better heuristics, but it's pretty much on a per asset base. It is built on top of the open-source C game engine Monovision. Read instructions on how to install Gideros, and visit Forum if you have any issues with developing, running and deploying your own mobile application. The duo has additionally released two versatile apparel items to complement. Get Gideros for Microsoft Windows XP, 7, Vista and Mac OS X below. Take a detailed look at the gallery above. Pixel Vision 8 is an open-source 'Fantasy Console' retro game engine. The Lisa Says Gah x Vans collection is now available on Lisa Says Gahs website. If I swizzle the reduced size asset I get artifacts. Although it started as a commercial product, it is now open-source. But reducing the resolution increases colors. (My source full res artwork is high resolution and cartoon style with only a few actual colors. But thanks for usual incredibly quick turn around on my question and the shader example code. The following is helpful to play around with colors: Īfter spending some time on better and better heuristics, I don't think it's the way to solve my problem. In case someone else finds this threads and wants to go down this path: If found this tutorial to be extremely helpful:
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |