So you wanted to multi your threading, huh?
An introduction to a series where I talk about different parallelisation technologies for C++, comparing different implementations of the same algorithm. In this one, modern C++ STL
Coding shenanigans and other nerdy musings
An introduction to a series where I talk about different parallelisation technologies for C++, comparing different implementations of the same algorithm. In this one, modern C++ STL
Second post about GDExtensions. In this follow-up I focus on the specificities of building them using CMake instead of SCons, and some of the options and pitfalls along that way. I also talk about setting up a C++ IDE, Qt Creator, to help you deploy and debug your GDExtension project and point to a great preexisting CMake project template
After playing with Godot within its own rules, I decided to check out what is the experience of bringing in external C++ code into a Godot project through their GDExtensions system. Using it, I bring over two different implementations of toyBrot into a regular Godot project. One with C++ threads and another with OpenCL, pushing Godot being its comfort zone
This post covers the C++ side of things and what’s been my experience so far
After looking at a LOT of numbers for my Maxwell Titan, I go back and do some additional checking:
How does CUDA behave on a newer card?
Does AMD suffer as much from running graphics on the same card?
If graphics do matter, does X11 vs Wayland make any difference?
How about we run even more numbers and find that out?
After having forced onto solely my nVidia Titan, I take a look, investigating why the performance is so much worse than I remember. Is newer CUDA just planned obsolence? Is CUDA itself just bad? Maybe the graphics card REALLY hates having to do graphics?
Join me as I collect all of the numbers and chart my way to the answer!
Second part of December 2023’s Godot Mini Monthly
After saving images from toyBrot, I now do it on the web. Not only this but I also added the ability to save and load “states” of the application, which you can even take between different versions.
Being on the web means a lot more hoops to jump through but also opens up the door to many more possibilities not only for games, but also for general applications. And Godot does its best to help you get there
First part of my Godot Mini for December 2023. In this post I talk about adding screenshot saving functionality to interactive toyBrot. This includes file system access, introducing additional viewports and manipulating them to get the image parameters you want.
This is all on desktop, laying a foundation for part 2 where I take this functionality and more into the web
The Breath of Fire 4 Pain Tour Project 10/Dec/2023 Breath of Fire, is a traditional […]
In this post I go talk about my exploration of Godot as a general application framework. Mainly using Godot to write responsive GUIs with lots of controls and elements and whatnot
In this post I go over my experience writing the initial release of the Cartomancer library and its accompanying demo, Foreteller. In particular how I ended up in trouble due to both C++ and Qt having features I needed only half-implemented
I talk a bit about my initial experiences with the Godot game engine and how it’s been learning it and using it for some introductory projects