After publishing this I wrote another crash reporter for a freelance client, but it was much more involved because that project doesn’t ship debug symbols to users so we had to do symbol resolution server side, which…
That’s also a good question. I personally wouldn’t compress pixel art—the artist presumably placed each pixel pretty intentionally so I wouldn’t wanna do anything to mess with that. By pixel art’s nature it’s gonna be…
Good question. I don’t have any authored SDF content right now so take this with a grain of salt, but my thoughts are: 1. Fonts are a very small percent of most games’ storage and frame time, so there’s less motivation…
That's a great question. I was concerned about this, so I provide the following two APIs: * https://docs.gamesbymason.com/zcs/#zcs.Entities.chunkIterato... * https://docs.gamesbymason.com/zcs/#zcs.Entities.forEachChunk…
The other reply mentioned that vsync can save battery--on top of vsync, Way of Rhea supports syncing to every other vblank, halving the FPS. This will presumably should save even more battery (though the intended use…
I don't have a full answer, but if it helps at all, these are all C APIs--so if you can find a way to call C code from your Java program you should be set.
Yup! I'm aware of what DPI scale is for, I use it when I write game tools. I don't use it in game, though--that's an intentional tradeoff I'm making. It seems like a pretty common tradeoff for games though! If you want…
Hmm. I think I tried calling into their API to rule that out--but, it's been a while, so it's 100% possible I remember incorrectly which would explain why it didn't work!
That's a good point--I'll look into whether Microsoft has any guidelines on this, and add a disclaimer to the article when I get a chance.
It's possible I'm misunderstanding the docs, but here's the line that lead me to believe linking to one of their libraries alone would be enough (and lead to my surprise when it didn't work):…
Yup, you hit the nail on the head (author of the article here). I guess I could've clarified that, I didn't expect people to assume I was advocating against scaling your UIs to fit the user's screen! Many games scale to…
After publishing this I wrote another crash reporter for a freelance client, but it was much more involved because that project doesn’t ship debug symbols to users so we had to do symbol resolution server side, which…
That’s also a good question. I personally wouldn’t compress pixel art—the artist presumably placed each pixel pretty intentionally so I wouldn’t wanna do anything to mess with that. By pixel art’s nature it’s gonna be…
Good question. I don’t have any authored SDF content right now so take this with a grain of salt, but my thoughts are: 1. Fonts are a very small percent of most games’ storage and frame time, so there’s less motivation…
That's a great question. I was concerned about this, so I provide the following two APIs: * https://docs.gamesbymason.com/zcs/#zcs.Entities.chunkIterato... * https://docs.gamesbymason.com/zcs/#zcs.Entities.forEachChunk…
The other reply mentioned that vsync can save battery--on top of vsync, Way of Rhea supports syncing to every other vblank, halving the FPS. This will presumably should save even more battery (though the intended use…
I don't have a full answer, but if it helps at all, these are all C APIs--so if you can find a way to call C code from your Java program you should be set.
Yup! I'm aware of what DPI scale is for, I use it when I write game tools. I don't use it in game, though--that's an intentional tradeoff I'm making. It seems like a pretty common tradeoff for games though! If you want…
Hmm. I think I tried calling into their API to rule that out--but, it's been a while, so it's 100% possible I remember incorrectly which would explain why it didn't work!
That's a good point--I'll look into whether Microsoft has any guidelines on this, and add a disclaimer to the article when I get a chance.
It's possible I'm misunderstanding the docs, but here's the line that lead me to believe linking to one of their libraries alone would be enough (and lead to my surprise when it didn't work):…
Yup, you hit the nail on the head (author of the article here). I guess I could've clarified that, I didn't expect people to assume I was advocating against scaling your UIs to fit the user's screen! Many games scale to…