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My difficult experiences with Highways & Byways – my recent game which ended in a failed Kickstarter campaign – have inspired me to add the Failure Recovery series to Start to Finish. This is part three of four. Today I want to tackle a gigantic question: what do you do after you fail? Need help on your board game? Join my community of over 2,000 game developers, artists, and passionate creators.
We're pleased to announce the third release candidate for what will become Godot 3.0.3. Quite a lot of work went into making the Mono exports work for Windows targets. It turned out to be quite a hairy problem. But now Mono exports to Windows, Linux, and MacOS should work with a single click. It is no longer necessary to ship the Mono runtime DLL manually.
Introduction and index of this series is here. I wanted to check out how’s the performance on a mobile device. So, let’s take what we ended up with in the previous post, and make it run on iOS. Initial port Code for the Mac app is a super simple Cocoa application that either updates a Metal texture from the CPU and draws it to screen, or produces the texture with a Metal compute shader.
Introduction and index of this series is here. Oh, last post was exactly a month ago… I guess I’ll remove “daily” from the titles then :) So the previous approach “let’s do one bounce iteration per pass” (a.k.a. “buffer oriented”) turned out to add a whole lot of complexity, and was not really faster.
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