Green Crow Dev

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Green Crow Dev

Green Crow Dev

@GreenCrowDev

Indie Game Developer @ Green Crow Games 🧑‍💻 GitHub: https://t.co/moZ0WuVPaO 🎮 Itchio: https://t.co/4BvP3stYn3

Katılım Eylül 2020
216 Takip Edilen544 Takipçiler
Green Crow Dev
Green Crow Dev@GreenCrowDev·
I made a little client-side prediction server reconciliation in Godot with no addons. Oh, and it's MIT licensed if you want to take a look :) Would you give this a star on GitHub? ⭐ #godotengine #gamedev #indiedev
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Green Crow Dev
Green Crow Dev@GreenCrowDev·
@KattyTheEnby @Random832 @tsoding @g37800163 IIUC, on word-addressable platforms the extra data is needed to point to a specific byte offset within a word. But since ints are already word-sized, int* doesn't need that extra data. So this is only related to word-addressable platforms, I guess.
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KattyTheEnby
KattyTheEnby@KattyTheEnby·
@Random832 @tsoding @g37800163 > extra data can be stripped off when converting How come the "extra" data can be stripped off? … > void* and char* need extra data to specify the byte address … Isn't this the whole point ov a pointer? To be a byte address. Are you saying void* and char* are fat pointers?
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Тsфdiиg
Тsфdiиg@tsoding·
This is the part of pure C I never understood. Why isn't void** compatible with int**? void* is compatible with int*, sizeof(void*) == sizeof(int*). So the covariant compatibility of void* across several levels of indirection makes perfect sense to me. Am I missing anything?
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Dimitar
Dimitar@dimitrov2k·
@rfleury @valigo What about them? Have you written something about sum types that I can read? I’m really interested
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Valentin Ignatev
Valentin Ignatev@valigo·
Entire api surface of io_uring - the fastest way to do IO on Linux - is 3 syscalls and 3 structs. But one of the structs is actually a bunch of unions (on the pic), so the amount of invariants is big! That's why liburing, the go-to way to use io_uring, is ~4k lines of code
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Green Crow Dev retweetledi
Łukasz | Wookash Podcast
Łukasz | Wookash Podcast@wookash_podcast·
This Thursday there will be a one of a kind event! @antovsky will walk @its_bvisness and me through the design & implementation process of PS Move - a tracking solution for Playstation. We're gonna walk through the hardcore hardware reality of the solution, grounded in the historical context (market rivals, PS game development) @antovsky has even prepared a software simulator, to accurately showcase the difficulty - simulator can change lighting conditions, bluriness of the image, etc. It's gonna be a long one, +3h of stream, with lots of stories and angles and plot twists! Make sure you're ready on Thursday!
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Green Crow Dev
Green Crow Dev@GreenCrowDev·
I've been working on a #b3d add-on to batch export models for modular game objects. None of the existing solutions worked the way I needed, so I decided to build my own. I plan to release a demo soon. Would you like to get notified when that happens? #blender #gamedev #indiedev
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Lufa
Lufa@RealIamLufa·
@GreenCrowDev Real gamers know orange cube walked so basketball game could run
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Green Crow Dev
Green Crow Dev@GreenCrowDev·
@admundil Yes, I had the same feeling while testing it 🥲 Might try alternative ways to shoot though, this is honestly too grindy 🫥
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Admundil
Admundil@admundil·
@GreenCrowDev Love it, could be a fun concept to have a cozy basketball game; reminds me my afternoons as teenager trying to score from crazy spots 😆
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Green Crow Dev
Green Crow Dev@GreenCrowDev·
@bjornornorn I'd go for the water source option imho. Addind a water management aspect seems a very deep rabbit hole (for the developer) that may not even resonate with the kind of cozy game you're making 🫶
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Björn Ottosson - making Island Architect
Working on the dynamic water system for my cozy building game Island Architect! Think about where water should come from. Should it rain every now and then or should you directly place water sources? More thoughts in 🧵
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Green Crow Dev
Green Crow Dev@GreenCrowDev·
@ctrab0 Thanks! I already noticed some bugs but still fun to play with 🏀
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