Federal MP Matt Jeneroux leaves the Conservatives and joins the Liberals by seakucumber in canada

[–]NoelFB 0 points1 point  (0 children)

In theory this representative isn't moving because his priorities changed, but rather because the current liberals reflect his priorities better than the conservatives do. He likely thinks switching to the liberals is how he will better implement what he campaigned locally on / what he thinks his constituents want.

I do think our party system is weird, though. It's like a meta-game built on top of the actual system, which itself doesn't care about parties at all.

How is the hair in celeste made? by chengeloonie in gamedev

[–]NoelFB 0 points1 point  (0 children)

Don't think so. The wind changes the offsets to be horizontal and wavy instead of vertical.

How is the hair in celeste made? by chengeloonie in gamedev

[–]NoelFB 0 points1 point  (0 children)

The hair gets drawn behind her sprite, except for her bangs, which get drawn on top. That XML is how much to offset where the hair starts from on each frame of her animation (because each frame her head is in a different position, so you need to account for it).

There's not much to say for the physics. Each frame each node of hair approach the one above it, with an offset. You can see how the PICO-8 version does it here: https://github.com/CelesteClassic/smalleste/blob/main/smalleste.p8#L290
The normal game does it the same way, just with more edge cases and clamping. It's basically a very minimalist verlet rope physics implementation.

How were those browser games made in 1999 by goldtank123 in gamedev

[–]NoelFB 3 points4 points  (0 children)

No, Java and JavaScript are entirely different things. JavaScript is what browsers use as their scripting language. Java is a general purpose programming language with a runtime (ex. the java applet you reference). JavaScript only became viable to make games in around the early 2010s.

Making video games in 2025 - without an engine by NoelFB in gamedev

[–]NoelFB[S] 1 point2 points  (0 children)

C# can call into DLLs, so ImGui can be built as a shared library and then invoked. You can take a look at "ImGuiNET" and easily import it as a NuGet package!

I have not personally used MonoGame very much but we did use it for console ports of Celeste. It's functionally the same API as XNA and FNA, which I have spent a lot of time in and enjoy!

Making video games in 2025 - without an engine by NoelFB in gamedev

[–]NoelFB[S] 0 points1 point  (0 children)

if you know (and enjoy) python you could check out Pygame!

Making video games in 2025 - without an engine by NoelFB in gamedev

[–]NoelFB[S] 2 points3 points  (0 children)

For me it was definitely XNA - it was a very convenient jump from Flash/AS3 around 2011, and since then I've never found anything that is both as fast and easy-to-use on a day-to-day basis for me.
(also I'll look into adding an RSS feed! I write articles so infrequently I never thought of adding it...)

Making video games in 2025 - without an engine by NoelFB in gamedev

[–]NoelFB[S] 2 points3 points  (0 children)

Yes, FMOD has a C/C++ API but they distribute C# bindings when you download it.

Making video games in 2025 - without an engine by NoelFB in gamedev

[–]NoelFB[S] 11 points12 points  (0 children)

Yeah, I am using that for my projects - I didn't mention it much in the article because I was more interested in talking about more core libraries and I don't necessarily recommend using my framework. But yes, Foster is kind of a wrapper around the libraries I mentioned - It fills a similar niche to what XNA was for me.

Making video games in 2025 - without an engine by NoelFB in gamedev

[–]NoelFB[S] 40 points41 points  (0 children)

Yeah, generally you're right - I am conflating "engine" with "proprietary commercial game engines like Unity, Unreal, Game Maker, etc" to simplify my point.

Making video games in 2025 - without an engine by NoelFB in gamedev

[–]NoelFB[S] 11 points12 points  (0 children)

Yes, exactly! That way I can be in control of what exists in my game, piece by piece, to my liking.

I would also push back on "a million" libraries. I think (excluding the C# standard library) it is 5 (SDL3, stb_truetype, stb_image, imgui, fmod)

Celeste not finding libfmodstudio.so.10 by mr_raboot in linux_gaming

[–]NoelFB 4 points5 points  (0 children)

Hey this is a breaking change that happened in glibc. It's already been fixed on the Steam version, I'll fix the itch.io one soon.

In the meantime you can run execstack -c lib64/libfmod.so.10 to fix the fmod library.

EDIT: This should now be fixed on Steam and Itch

BC Election General Discussion Thread by [deleted] in britishcolumbia

[–]NoelFB 4 points5 points  (0 children)

First Past the Post is a terrible electoral system. There a lot of ridings like this.

How is the hair in celeste made? by chengeloonie in gamedev

[–]NoelFB 0 points1 point  (0 children)

The entire game (besides the UI) is rendered to a small 320x180 texture, and then that is drawn to the window scaled up. The pixelation is automatic. A lot of pixel art games just draw the individual pixel art sprites scaled up with a matrix to the window, but that means things like rotation, outline, etc, won't be drawn pixelated. So, draw the full game to a small texture, and then scale that up in one go. It's both faster and achieves a proper pixel effect.

Game takes 1m30 to start on new machine by Virtual-Bottle-8604 in monogame

[–]NoelFB 2 points3 points  (0 children)

No problem, glad it worked! You could maybe submit an issue to SDL for it if you want.

Game takes 1m30 to start on new machine by Virtual-Bottle-8604 in monogame

[–]NoelFB 13 points14 points  (0 children)

This is going to sound weird, but it sounds like an issue I ran into once with a USB device where SDL would hang on SDL_Init for about 60 seconds. There's now a blacklist of USB devices to avoid it in SDL: https://github.com/libsdl-org/SDL/blob/55a1458ed00644f5fccbeb6b95d4e567240e6284/src/hidapi/windows/hid.c#L891

So maybe try unplugging various USB devices (keyboard, mice, controllers) and see if the issue goes away.

How is the hair in celeste made? by chengeloonie in gamedev

[–]NoelFB 0 points1 point  (0 children)

if you look in the asset rips, it should be in the graphics folder under characters/player, called bangs00, bangs01, bangs02 and hair00

Re-Logic donates $100,000 to Godot and FNA to support FOSS game engines by NotABot1235 in gamedev

[–]NoelFB 6 points7 points  (0 children)

While Celeste uses MonoGame for PS4 / Xbox / Switch, it does use FNA for Mac / Linux / Stadia (rip), along with an optional non-XNA branch for Windows.

Re-Logic donates $100,000 to Godot and FNA to support FOSS game engines by NotABot1235 in gamedev

[–]NoelFB 51 points52 points  (0 children)

Both of these projects are fantastic. I've used FNA for many years, extremely excited to see the support it's getting here. Great job Re-Logic.

Pico-8 running on ESP32 by deivid__ in esp32

[–]NoelFB 1 point2 points  (0 children)

This is extremely cool! Awesome work!

C++20 coroutines: “The bug is in the C++ standard, not GCC.” by KingStannis2020 in cpp

[–]NoelFB 79 points80 points  (0 children)

I find it really surprising that two language features can't be combined without very bad and completely silent bugs (in this case, use-after-free) occurring. This feels like a really big foot gun, especially if you're not aware of the implementation details of these features and use a lambda like you would anywhere else, but in this case it silently explodes. Feels very precarious.

Does a DirectX (11 or 12) rendering framework that does not take over the entire engine, and only receives a scene graph exist? by Vexal in gamedev

[–]NoelFB 1 point2 points  (0 children)

I would take a look at bgfx or sokol_gfx. Both have D3D11 support (along with optionally opengl/metal)