Caleb Cornett

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Caleb Cornett

Caleb Cornett

@TheSpydog

Gameplay Engineer at Supergiant Games. Co-maintainer of FNA. (he/him)

Nashville, TN Katılım Nisan 2011
200 Takip Edilen500 Takipçiler
Caleb Cornett
Caleb Cornett@TheSpydog·
RT @SupergiantGames: 🌒The OLYMPIC UPDATE for HADES II is here!!🌘 Our first Major Update in Early Access is practically mountain-sized!⛰️🦅…
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Caleb Cornett
Caleb Cornett@TheSpydog·
@FlohOfWoe @rsms @ocornut What just got merged mostly supersedes the original proposal. Ryan (the original author) got swamped with other SDL3 tasks so a few of us banded together to finish what he started. The SDL shader language is still planned, but in the meantime we support raw DXBC/DXIL/MSL/SPIRV.
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Omar 🍋
Omar 🍋@ocornut·
This is very big because potentially it means people can get back to making indie custom engine games without having to write their own Vulkan+Metal+DX12+console API abstraction.
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Caleb Cornett
Caleb Cornett@TheSpydog·
@mwesterdahl76 If “reasons” ever involve game consoles, don’t hesitate to get in touch! The FNA team would be happy to share our NativeAOT console work with Defold.
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Mathias W
Mathias W@mwesterdahl76·
Doing C# experiments. Because reasons... The learning curve to get it to work is steep, but after some heavy digging around I could piece together some info to get a happy path working... #defold
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Caleb Cornett
Caleb Cornett@TheSpydog·
@unormal @ChevyRay There have been a few games already ship on Xbox and Switch with NativeAOT, and the runtime is surprisingly straightforward to port — I got it building on Xbox in an afternoon. NativeAOT also works on another console, but platform politics are causing issues…
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🐔 Brian Bucklew 🐔 ₑͤ>∿<ₑͤ ∞🌮
Honestly, I think if someone did a FOSS .NET IL->CPP (or even webasm->cpp) that any engine could use in export to various platforms, you'd basically break the entire game engine world wide open.
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awr
awr@awr_hey·
@leo60228 @unormal SDL does, i have no idea if nativeaot (or the Mono CLR for that matter) does. there are people who have claimed to get C# code (beyond Unity games using IL2CPP) working on Switch devkits but there’s a difference between “it works” versus “it passes cert”
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Caleb Cornett
Caleb Cornett@TheSpydog·
@flibitijibibo That said, I think that’s the quickest I’ve ever gotten a response from their bug reporting team, so… progress?
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Caleb Cornett
Caleb Cornett@TheSpydog·
@flibitijibibo I wish. Unity’s bug tracker is a black hole where reports go to die. Back in the early summer I reported my last Unity bug (their editor GUI dirtying system fails if you edit the inspector in a particular way) and finally got a response just a couple weeks ago: Won’t Fix.
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Caleb Cornett
Caleb Cornett@TheSpydog·
@NoelFB Yup. No one actually responsible for the runtime fee idea is taking accountability so there’s no reason to assume this kind of unbelievably awful decision-making won’t happen again… and again…
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Chevy “look at my dog” Ray
might try Hollow Knight again. it bounced off it the first two times but it makes no sense, it *should* be the kind of game i extremely enjoy, if you add up all the ingredients. i want to figure out what the sticking point is
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Caleb Cornett
Caleb Cornett@TheSpydog·
@razziefox Thanks! Something new and exciting that I can’t talk about publicly yet. 😄
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Caleb Cornett
Caleb Cornett@TheSpydog·
Bittersweet news — today is my last day at @CellarDoorGames. Working on Rogue Legacy 2 with such a talented bunch of folks was one of the most rewarding experiences of my life. From the Far Shores to the Swan Song, I’m so proud of what we made together!
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Caleb Cornett retweetledi
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This soundtrack is a certified BANGER. 2 composers, 22 tracks, pressed on 2 custom LPs. The Rogue Legacy 2 Vinyl is now available at @FanGamer fangamer.com/products/rogue…
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Caleb Cornett
Caleb Cornett@TheSpydog·
Rogue Legacy 2 made a brief appearance in the latest Sakurai game design video!
@

youtu.be/atHnu2fKtZA [Is Your Game Appealing Enough to Start Over?] Games that greatly penalize the player each time they're defeated are on the rise. Roguelikes are a prime example. This is fine for games players are meant to play over and over again, but whether they'll actually -want- to play is another question.

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Caleb Cornett
Caleb Cornett@TheSpydog·
@michae1becker I know of multiple people who have had to port their URP games back to BiRP for consoles due to extremely poor performance. (Not just for the console I mentioned, either.)
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Caleb Cornett
Caleb Cornett@TheSpydog·
@michae1becker It may depend on the platform too. A few months ago I set up a small test scene in both URP and BiRP, with some 3D models, lights, sprites, and post-processing. Testing on a certain portable game console, URP performed 2-4x worse than BiRP on CPU and GPU, even on low quality.
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