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Eduardo Bart
@edubart
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Following
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Emulators, compilers, Linux, C/C++, Lua, graphics, games and Web3. Developing https://t.co/i2HXRztYjX RISC-V machine, https://t.co/1jACN5VmTb and open source libraries.
Joined November 2009
@morew4rd @yacineMTB By the way, I updated sokol_gp.h to latest Sokol last week, along with some new additions people asked.
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@morew4rd Nice! I have been thinking lately we might have to start making gaming APIs and documentation with AI in mind, meaning we need to give more context and examples in its documentation so LLMs can perform better. Did it had any issues with Lua type system?
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@Max_Hatesuer @rives_io @dtuler @PaoloCTSI @nidaaBaris @lynoferraz More games on RIVES, yay! Eventually we will have a large library of games!
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@FlohOfWoe Nice! My only wish is that you went further and turned this in a single header C++ library, or a two file library (cimgui.cpp + cimgui.h) so is more minimal to download and use (in style of Sokol headers).
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@Max_Hatesuer @rives_io Nicee, I am surprised how far you and others got with no code experience, by using just IA and simple tools.
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RT @GCdePaula_: Took us a bit longer than expected, but Dave is finally here! We published a novel fraud-proof algorithm, that is truly de…
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@ednekebno Well done! I Had fun playing it! Impressive work within the amount of time and constrains!
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@ednekebno Ideas to optimize: 1. Make sure to compile with CFLAGS from `riv-opt-flags -Ospeed` 2. Set `riv->draw.color_key_disabled = true` when drawing fully opaque sprites (e.g background). 3. Drop the frame rate from 60fps to 30fps. 4. Last resort, lower the game resolution
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@ednekebno Very cool! Vampire survivors-like for RIVES! Keep it going! I am surprised by how much you did there already!
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I gave my first try at @ziglang this weekend while porting @FlohOfWoe's pacman.zig to @rives_io's emulator I'm working on (also uses Sokol headers). It was easier than I expected to use the RIV C API with #Zig. Check the code and play my PacMan demake at
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RT @topology_gg: 1/ The video from AW at @EthCC talk featuring @Max_Hatesuer from @rives_io is now live! Discover how to run complex games…
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@ednekebno @rives_io Cool! Are you generaring all the sound buffers on the go? If so, I think you will need to make a system to generate once on a loading screen then cache it, or work with low frequency. Otherwise CPU cost for sounds will be too high.
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