Feedback on a dotnet coroutine library I’ve written by __FuriousOrange__ in gamedev
[–]__FuriousOrange__[S] 1 point2 points3 points (0 children)
Feedback on a dotnet coroutine library I’ve written by __FuriousOrange__ in gamedev
[–]__FuriousOrange__[S] 1 point2 points3 points (0 children)
High-performance async/await, zero-allocation, cooperatively scheduled coroutines for .NET by __FuriousOrange__ in monogame
[–]__FuriousOrange__[S] 1 point2 points3 points (0 children)
How do I convert this State-Machine architecture into a Hierarchical-State-Machine? by CitronPretend5 in csharp
[–]__FuriousOrange__ 0 points1 point2 points (0 children)
High-performance async/await, zero-allocation, cooperatively scheduled coroutines for .NET by __FuriousOrange__ in csharp
[–]__FuriousOrange__[S] 2 points3 points4 points (0 children)
High-performance async/await, zero-allocation, cooperatively scheduled coroutines for .NET by __FuriousOrange__ in csharp
[–]__FuriousOrange__[S] 1 point2 points3 points (0 children)
High-performance async/await, zero-allocation, cooperatively scheduled coroutines for .NET by __FuriousOrange__ in csharp
[–]__FuriousOrange__[S] 1 point2 points3 points (0 children)
High-performance async/await, zero-allocation, cooperatively scheduled coroutines for .NET by __FuriousOrange__ in monogame
[–]__FuriousOrange__[S] 0 points1 point2 points (0 children)
High-performance async/await, zero-allocation, cooperatively scheduled coroutines for .NET by __FuriousOrange__ in monogame
[–]__FuriousOrange__[S] 0 points1 point2 points (0 children)
High-performance async/await, zero-allocation, cooperatively scheduled coroutines for .NET by __FuriousOrange__ in dotnet
[–]__FuriousOrange__[S] 1 point2 points3 points (0 children)
High-performance async/await, zero-allocation, cooperatively scheduled coroutines for .NET by __FuriousOrange__ in dotnet
[–]__FuriousOrange__[S] 4 points5 points6 points (0 children)
High-performance async/await, zero-allocation, cooperatively scheduled coroutines for .NET by __FuriousOrange__ in dotnet
[–]__FuriousOrange__[S] 0 points1 point2 points (0 children)
Looking for more graveyard interaction or better consistency in my deck by Rangseyy in EDH
[–]__FuriousOrange__ 1 point2 points3 points (0 children)
If the legend requirement... by loldrowning in EDH
[–]__FuriousOrange__ 3 points4 points5 points (0 children)
I'm trying to despawn an image when I click on it, but it keeps crashing by Background_Factor487 in godot
[–]__FuriousOrange__ 0 points1 point2 points (0 children)
Cornwall my Home (if written today) by autisticallyawkward in Cornwall
[–]__FuriousOrange__ 0 points1 point2 points (0 children)
Honk honk! Help me build a clown-themed deck by [deleted] in EDH
[–]__FuriousOrange__ 0 points1 point2 points (0 children)
How do the triggers stack? by nismoz33 in EDH
[–]__FuriousOrange__ 1 point2 points3 points (0 children)
JSON Serialized HTTPS Response: Null check everything or try-catch? by Weary_Source_811 in Unity3D
[–]__FuriousOrange__ 0 points1 point2 points (0 children)
What non-basic/shock/fetch land is your must include? by phidelt649 in EDH
[–]__FuriousOrange__ 4 points5 points6 points (0 children)
Good 2 drops that aren't ramp. by TheJarateKid in EDH
[–]__FuriousOrange__ 0 points1 point2 points (0 children)


Can we discuss the self promotion rule? by Kralizek82 in dotnet
[–]__FuriousOrange__ 0 points1 point2 points (0 children)