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Social Forum federato con il resto del mondo. Non contano le istanze, contano le persone
wildrose@mastodon.gamedev.placeundefined

WildRose😈🌹🏳️‍⚧️✅

@wildrose@mastodon.gamedev.place
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  • Currently I'm working up the courage to touch the Web Audio API
    wildrose@mastodon.gamedev.placeundefined wildrose@mastodon.gamedev.place

    Web Audio API also has each channel in separate buffers, not interleaved.

    My plan is to have game generate samples to a circular interleaved buffer, which the platform layer can pull from in any amount is natural for it, 128 samples or othrwise.

    For web this means going from interleaved to not, to back again to play the song. But this will be better for native PC, which I care about more so...

    Uncategorized

  • Currently I'm working up the courage to touch the Web Audio API
    wildrose@mastodon.gamedev.placeundefined wildrose@mastodon.gamedev.place

    Currently I'm working up the courage to touch the Web Audio API

    Researching it, I see why Emscripten's implementation of SDL's audio stuff was so bad...

    The JS that generates new audio samples must run in a different thread and can only generate 128 samples per function call. Very different from how you would naturally make something in SDL.

    Uncategorized

  • Hi, I'm not dead.
    wildrose@mastodon.gamedev.placeundefined wildrose@mastodon.gamedev.place

    Hi, I'm not dead. I started a new project that took a while to have anything to show for it. And here it is:

    Skelly, the bare bones game framework

    It's ment for 2D pixel art and low poly 3D games. Software rasterizer that builds to web assembly without Emscripten, and without WebGL

    https://wildrose.space/2025/11/12/new-project-wasm-game-framework-without-emscripten/

    #gamedev #wasm #softwareRenderer #gameFramework #blogPost

    Uncategorized gamedev wasm softwarerenderer gameframework blogpost
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