Screenshot showing the output in the IDE from a project deployment and deployed files themselves

Setting up your GDExtension with CMake and Qt Creator

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

Bringing C++ to Godot with GDExtensions

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

nVidia performance round 2: Ampere, Wayland vs X11, AMD Navi

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?

If you want performance, maybe you should drop CUDA​

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!

GMM Dec/23 part 2 – Saving and loading in the web

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

GMM Dec/23 part 1 – Saving images from interactive toyBrot

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

Screenshot of the Godot editor with a massive tree of UI controls to one side, and a bunch of assignments on the other

Games? Nah. Godot ALL of the things

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

The logo for the Cartomancer library

Cartomancer and the threat of half-hearted features

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

What do when OpenGL just hates multithreading?

OpenGL will only accept calls from one thread in an application. This is about a work around this issue using C++ features such as template metaprogramming and std::packaged_tasks