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Intense Action Shooter Video Game for PC, Mac, and Linux... coming soon to the 3DS.

Currently in Lydonia
Joined June 2009
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More polish on camera behavior. It's interesting how such a small amount of data (the camera matrix) can play such an important role in the experience of a game. #Nintendo3DS
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Best of both worlds. I combined TOGGLE and HOLD target locking. Press and hold 'L' to lock onto a target and release to cancel, or tap 'L' to toggle target locking on and off. #Nintendo3DS #IndieGameDev
Added target switching when locked-on using camera controls left and right. Also added auto switch to nearest target when locked-on target is destroyed. #Ninteno3DS
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Here's a gif of the ideas I tried for the lock-on targeting frame for Nintendo 3DS. #Nintendo3DS
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Crappy home video of Caster on 3DS. Just some perf, bug fixes, lot checks, and translation work to go! youtu.be/WaWERtwJPuo #Nintendo3DS #IndieGameDev #indiegames
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Fixed up specular lighting. Lighting is computed per fragment with fixed function combine operations. Sweet! #Nintendo3DS
Note to self, remember to unit test getters and setters when doing a major refactor. setRoll actually setting pitch never goes well.
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Dispatch menu progress. The location icons "float" above the screen. #Nintendo3DS
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Rendering both the upper screen stereo and lower touch screen using a single command list. #Nintendo3DS
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Got the character viewer working in 3D in the front end. #Nintendo3DS
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Added stereo support for UI on top screen. #Nintendo3DS
Made improvements to the lock-on camera and front end UI can now draw to both top and bottom screens. #Nintendo3DS
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Ever rederive a rotation matrix creation function because the rotations were out of order only to find the caller had params swapped?
GPU hangs can be very tricky to track down and fix, but it makes it all the more satisfying when you do. #Nintendo3DS
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Adding double buffering to dynamic vertex buffers that change size after creation since I'm double buffering the command list. #Nintendo3DS
Wife says: "So there was no tearing, but there was a little tearing up." #clevergirl
Yup, it was progress. Moved buffer swap to right after the vsync and now I have zero tearing. so beautiful... 😂 #Nintendo3DS
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Added code to fix occasional screen tear. Now have tear 100% of the time. Progress? Probably. #Nintendo3DS
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