#jinksgg — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #jinksgg, aggregated by home.social.
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BELTRUNNER
Kinda like Asteroids…or is it?
https://gingerbeardman.itch.io/beltrunner
For Web, macOS, Linux, Nintendo Wii, Sega Dreamcast
made with #jinksgg https://jinks.gg
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Photosensitivity flashing lights warning!
One thing I chip away at whilst working on Jinks is a port of Llamatron: 2112 (~15K lines of Atari ST M68000 assembly to ~5K lines of Jinks). It's not quite finished; I still need to figure out a few late-game enemy types. #jinksgg
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BELTRUNNER has been updated!
Dreamcast build now runs at 60fps 😎
All versions also benefit from a few small engine, rendering, and QOL improvements.
https://gingerbeardman.itch.io/beltrunner
Made with #jinksgg https://jinks.gg
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My little version of Breakout written in Jinks is now running at a playable speed on Sega Dreamcast. Optimisation FTW!
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Here's BELTRUNNER on Nintendo Wii!
swift → WASM → C → SDL2/GX
Incremental DOL builds make testing quick and easy in Dolphin, and in HBC on real hardware.
Much optimisation means a rock-solid 60fps for this game!
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Here's BELTRUNNER on my Anbernic RG 35XX H!
Swift → WASM → C → SDL2/GLES2 (MustardOS)
Testing builds is quick and easy over SSH!
CRT shader is also ported 😎Still a little optimisation work to hit a stable 60fps.
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Just for kicks here's Breakout in Jinks running on Sega Dreamcast!
Swift → WASM → C → KOS
With all that abstraction it runs at 2.8 fps 😅
BUT the fact that it runs at all is a minor miracle!Also tested on a real hardware via GDEMU
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The 3rd backend for my game engine Jinks is… raylib!
Thanks for making it so easy @raysan5
1. Metal (macOS, iPhone, iPad)
2. WebGL2 (browser)
3. raylib (macOS & more targets soon!)All running the exact same Jinks game file 😎
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