#quadplay — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #quadplay, aggregated by home.social.
-
@zanagb Hi! This comes up a lot. #quadplay exports to standalone web HTML. You can use Electron or similar (yuck, I know) to turn that into a standalone binary. I'm working on a lightweight exporter that leverages an operating system's existing browser instead of compiling all of Chromium into every game.
I have a proof of concept working, but have not prioritized this. Many of the handhelds I work with are powerful enough to just run a browser outright, so I put effort into other features.
-
@zanagb Hi! This comes up a lot. #quadplay exports to standalone web HTML. You can use Electron or similar (yuck, I know) to turn that into a standalone binary. I'm working on a lightweight exporter that leverages an operating system's existing browser instead of compiling all of Chromium into every game.
I have a proof of concept working, but have not prioritized this. Many of the handhelds I work with are powerful enough to just run a browser outright, so I put effort into other features.
-
@zanagb Hi! This comes up a lot. #quadplay exports to standalone web HTML. You can use Electron or similar (yuck, I know) to turn that into a standalone binary. I'm working on a lightweight exporter that leverages an operating system's existing browser instead of compiling all of Chromium into every game.
I have a proof of concept working, but have not prioritized this. Many of the handhelds I work with are powerful enough to just run a browser outright, so I put effort into other features.
-
@zanagb Hi! This comes up a lot. #quadplay exports to standalone web HTML. You can use Electron or similar (yuck, I know) to turn that into a standalone binary. I'm working on a lightweight exporter that leverages an operating system's existing browser instead of compiling all of Chromium into every game.
I have a proof of concept working, but have not prioritized this. Many of the handhelds I work with are powerful enough to just run a browser outright, so I put effort into other features.
-
@zanagb Hi! This comes up a lot. #quadplay exports to standalone web HTML. You can use Electron or similar (yuck, I know) to turn that into a standalone binary. I'm working on a lightweight exporter that leverages an operating system's existing browser instead of compiling all of Chromium into every game.
I have a proof of concept working, but have not prioritized this. Many of the handhelds I work with are powerful enough to just run a browser outright, so I put effort into other features.
-
New #quadplay open source fantasy console release. Lots of bug fixes and some new helper functions for consise coding.
-
New #quadplay open source fantasy console release. Lots of bug fixes and some new helper functions for consise coding.
-
New #quadplay open source fantasy console release. Lots of bug fixes and some new helper functions for consise coding.
-
New #quadplay open source fantasy console release. Lots of bug fixes and some new helper functions for consise coding.
-
New #quadplay open source fantasy console release. Lots of bug fixes and some new helper functions for consise coding.
-
Friends gave me some good suggestions for #quadplay save game import/export, so I'm working on that as a trial this week in the background.
It is amazing how modern operating systems and browsers can make difficult features trivial...and trivial features really difficult!
Opening a web cam (in a platform independent way!) and scanning a QR code is easier than simple file transfers for a phone. Opening a webcam on Windows from C++ in 2010 was basically impossible, but fopen() worked :)
-
Friends gave me some good suggestions for #quadplay save game import/export, so I'm working on that as a trial this week in the background.
It is amazing how modern operating systems and browsers can make difficult features trivial...and trivial features really difficult!
Opening a web cam (in a platform independent way!) and scanning a QR code is easier than simple file transfers for a phone. Opening a webcam on Windows from C++ in 2010 was basically impossible, but fopen() worked :)
-
Friends gave me some good suggestions for #quadplay save game import/export, so I'm working on that as a trial this week in the background.
It is amazing how modern operating systems and browsers can make difficult features trivial...and trivial features really difficult!
Opening a web cam (in a platform independent way!) and scanning a QR code is easier than simple file transfers for a phone. Opening a webcam on Windows from C++ in 2010 was basically impossible, but fopen() worked :)
-
Friends gave me some good suggestions for #quadplay save game import/export, so I'm working on that as a trial this week in the background.
It is amazing how modern operating systems and browsers can make difficult features trivial...and trivial features really difficult!
Opening a web cam (in a platform independent way!) and scanning a QR code is easier than simple file transfers for a phone. Opening a webcam on Windows from C++ in 2010 was basically impossible, but fopen() worked :)
-
Friends gave me some good suggestions for #quadplay save game import/export, so I'm working on that as a trial this week in the background.
It is amazing how modern operating systems and browsers can make difficult features trivial...and trivial features really difficult!
Opening a web cam (in a platform independent way!) and scanning a QR code is easier than simple file transfers for a phone. Opening a webcam on Windows from C++ in 2010 was basically impossible, but fopen() worked :)
-
Massive release today of the new version of the #quadplay retro fantasy video game console. Available now at:
https://morgan3d.github.io/quadplay/
The main focus of these changes was mobile: new aspect ratios, new battery saving optimizations, new exported game UI options.
-
Massive release today of the new version of the #quadplay retro fantasy video game console. Available now at:
https://morgan3d.github.io/quadplay/
The main focus of these changes was mobile: new aspect ratios, new battery saving optimizations, new exported game UI options.
-
Massive release today of the new version of the #quadplay retro fantasy video game console. Available now at:
https://morgan3d.github.io/quadplay/
The main focus of these changes was mobile: new aspect ratios, new battery saving optimizations, new exported game UI options.
-
Massive release today of the new version of the #quadplay retro fantasy video game console. Available now at:
https://morgan3d.github.io/quadplay/
The main focus of these changes was mobile: new aspect ratios, new battery saving optimizations, new exported game UI options.
-
Massive release today of the new version of the #quadplay retro fantasy video game console. Available now at:
https://morgan3d.github.io/quadplay/
The main focus of these changes was mobile: new aspect ratios, new battery saving optimizations, new exported game UI options.
-
#quadplay now hashes the entire virtual GPU command stream, and when it detects a duplicate frame does not render it.
Since many games have 15 fps animations or static screens, this can reduce load significantly. In a strategy game I was profiling it reduces the work per frame from 1.1ms to 0.2ms!
I did this as a mobile power/heat optimization--it doesn't help framerate/performance, since it targets games that aren't pushing perf.
-
#quadplay now hashes the entire virtual GPU command stream, and when it detects a duplicate frame does not render it.
Since many games have 15 fps animations or static screens, this can reduce load significantly. In a strategy game I was profiling it reduces the work per frame from 1.1ms to 0.2ms!
I did this as a mobile power/heat optimization--it doesn't help framerate/performance, since it targets games that aren't pushing perf.
-
#quadplay now hashes the entire virtual GPU command stream, and when it detects a duplicate frame does not render it.
Since many games have 15 fps animations or static screens, this can reduce load significantly. In a strategy game I was profiling it reduces the work per frame from 1.1ms to 0.2ms!
I did this as a mobile power/heat optimization--it doesn't help framerate/performance, since it targets games that aren't pushing perf.
-
#quadplay now hashes the entire virtual GPU command stream, and when it detects a duplicate frame does not render it.
Since many games have 15 fps animations or static screens, this can reduce load significantly. In a strategy game I was profiling it reduces the work per frame from 1.1ms to 0.2ms!
I did this as a mobile power/heat optimization--it doesn't help framerate/performance, since it targets games that aren't pushing perf.
-
#quadplay now hashes the entire virtual GPU command stream, and when it detects a duplicate frame does not render it.
Since many games have 15 fps animations or static screens, this can reduce load significantly. In a strategy game I was profiling it reduces the work per frame from 1.1ms to 0.2ms!
I did this as a mobile power/heat optimization--it doesn't help framerate/performance, since it targets games that aren't pushing perf.
-
I've been noodling on a word game for the past week and am close to shipping. This will be in the next #quadplay release as open source.
-
I've been noodling on a word game for the past week and am close to shipping. This will be in the next #quadplay release as open source.
-
I've been noodling on a word game for the past week and am close to shipping. This will be in the next #quadplay release as open source.
-
I've been noodling on a word game for the past week and am close to shipping. This will be in the next #quadplay release as open source.
-
I've been noodling on a word game for the past week and am close to shipping. This will be in the next #quadplay release as open source.
-
"ching-9" pixel art font with extended European character set, in the style of architect Frank Ching's iconic handwriting.
Licensed as CC BY 4.0 as with all of my fonts, and available for free in the #quadplay repo as part of the fantasy console.
-
"ching-9" pixel art font with extended European character set, in the style of architect Frank Ching's iconic handwriting.
Licensed as CC BY 4.0 as with all of my fonts, and available for free in the #quadplay repo as part of the fantasy console.
-
"ching-9" pixel art font with extended European character set, in the style of architect Frank Ching's iconic handwriting.
Licensed as CC BY 4.0 as with all of my fonts, and available for free in the #quadplay repo as part of the fantasy console.
-
"ching-9" pixel art font with extended European character set, in the style of architect Frank Ching's iconic handwriting.
Licensed as CC BY 4.0 as with all of my fonts, and available for free in the #quadplay repo as part of the fantasy console.
-
"ching-9" pixel art font with extended European character set, in the style of architect Frank Ching's iconic handwriting.
Licensed as CC BY 4.0 as with all of my fonts, and available for free in the #quadplay repo as part of the fantasy console.
-
Got through a bunch of support for #quadplay word games this weekend. Built-in dictionaries, loading directly from zipfiles, lots and lots of fighting with browser caches.
I'm still refining the primary English dictionary by hand. The open source word lists I'm working with are too comprehensive and include a lot of archaic words that make word games feel too random.
-
Got through a bunch of support for #quadplay word games this weekend. Built-in dictionaries, loading directly from zipfiles, lots and lots of fighting with browser caches.
I'm still refining the primary English dictionary by hand. The open source word lists I'm working with are too comprehensive and include a lot of archaic words that make word games feel too random.
-
Got through a bunch of support for #quadplay word games this weekend. Built-in dictionaries, loading directly from zipfiles, lots and lots of fighting with browser caches.
I'm still refining the primary English dictionary by hand. The open source word lists I'm working with are too comprehensive and include a lot of archaic words that make word games feel too random.
-
Got through a bunch of support for #quadplay word games this weekend. Built-in dictionaries, loading directly from zipfiles, lots and lots of fighting with browser caches.
I'm still refining the primary English dictionary by hand. The open source word lists I'm working with are too comprehensive and include a lot of archaic words that make word games feel too random.
-
Got through a bunch of support for #quadplay word games this weekend. Built-in dictionaries, loading directly from zipfiles, lots and lots of fighting with browser caches.
I'm still refining the primary English dictionary by hand. The open source word lists I'm working with are too comprehensive and include a lot of archaic words that make word games feel too random.
-
Added asset preview in the #quadplay fantasy console import dialog so that you can see all of those juicy creative commons pixels before you commit to them.
-
Added asset preview in the #quadplay fantasy console import dialog so that you can see all of those juicy creative commons pixels before you commit to them.
-
Added asset preview in the #quadplay fantasy console import dialog so that you can see all of those juicy creative commons pixels before you commit to them.
-
Added asset preview in the #quadplay fantasy console import dialog so that you can see all of those juicy creative commons pixels before you commit to them.
-
Added asset preview in the #quadplay fantasy console import dialog so that you can see all of those juicy creative commons pixels before you commit to them.
-
To better support the feel of a native mobile game, #quadplay now allows the developer to unlock arbitrary resolutions and continuously resize the framebuffer to match the OS window on desktop, or a mobile screen orientation.
This breaks some of the guarantees and advantages of the fantasy console fixed virtual hardware specs. So, it is handled through a library that can be optionally included and not the core API.
-
To better support the feel of a native mobile game, #quadplay now allows the developer to unlock arbitrary resolutions and continuously resize the framebuffer to match the OS window on desktop, or a mobile screen orientation.
This breaks some of the guarantees and advantages of the fantasy console fixed virtual hardware specs. So, it is handled through a library that can be optionally included and not the core API.
-
To better support the feel of a native mobile game, #quadplay now allows the developer to unlock arbitrary resolutions and continuously resize the framebuffer to match the OS window on desktop, or a mobile screen orientation.
This breaks some of the guarantees and advantages of the fantasy console fixed virtual hardware specs. So, it is handled through a library that can be optionally included and not the core API.
-
To better support the feel of a native mobile game, #quadplay now allows the developer to unlock arbitrary resolutions and continuously resize the framebuffer to match the OS window on desktop, or a mobile screen orientation.
This breaks some of the guarantees and advantages of the fantasy console fixed virtual hardware specs. So, it is handled through a library that can be optionally included and not the core API.
-
To better support the feel of a native mobile game, #quadplay now allows the developer to unlock arbitrary resolutions and continuously resize the framebuffer to match the OS window on desktop, or a mobile screen orientation.
This breaks some of the guarantees and advantages of the fantasy console fixed virtual hardware specs. So, it is handled through a library that can be optionally included and not the core API.