Reworking a portion of my game-engine. The core abstraction layer needed a name... I guess that "soy" fits well being the engine named "Tofu Engine"... :D
( I am both clever & funny or, ain't I? :P )
Unconventional #swengineer 🏙 and passionate #gamedev 🌃.
Working on my 🕹 game engine 🎮, find details @ https://tofuengine.org
Father of a daughter 👩 and two dogs 🐶🐶.
Music lover and amateur musician 🎶.
Not eating animals 🥗.
Reworking a portion of my game-engine. The core abstraction layer needed a name... I guess that "soy" fits well being the engine named "Tofu Engine"... :D
( I am both clever & funny or, ain't I? :P )
The most #halloween themed game I can think of. :)
So many memories of playing this one... ... and drawing the map as "not every one of us" had it... :P
I'm (almost) perfectly satisfied in using #glfw as a backend for my #gameengine, however I'm a bit concerned by the lack of recent updates to the repository. I hope the maintainer is well.
However, i recenlty found an interesting alternative: RGFW.
It looks promising, despite lacking gamepad support... this made me think that I should abstract the frontend interaction layer of *Tofu Engine* so that I can easily swap the in the future.
And possibly try and use SDL2, too...
I'm having quite some fun playing "Days Gone" (on the PS5). Despite being plot-wise predictable and having its fair share of quirks, it's very enjoyable. The (open) world is very well rendered.
@renderorange@adventurehound.io On Ubuntu I usually tweak quite a bit GNOME and I'm aware I would be able to do the same on Debian. However, that's not my main concern.
I stick to LTS releases, on Ubuntu. Probably Debian is a bit slower in including newer kernels and such?
As for the software I usually use... almost exclusively development tools (which are Ubuntu agnostic). And Steam. And MAME. And REAPER (as a DAW). :D
@stefan@social.anoxinon.de This is a valid reason I'm considering, yes. Thanks for sharing it.