Andre Weissflog
flohofwoe.bsky.social
Andre Weissflog
@flohofwoe.bsky.social
Sokol, Chips, Oryol, Nebula Device, Drakensang (1+2+Online), Project Nomads, Urban Assault, and more (https://www.mobygames.com/person/117426/andre-wei%C3%9Fflog/credits/)

https://github.com/floooh/

@floooh@mastodon.gamedev.place

Also, C++ style namespaces actually make searchability worse, and you need IDE language server support to get back to the level of searchability that unique C-style symbols provide out of the box :/
November 13, 2025 at 8:11 AM
...also some special search markers at important places, like `>>gl` at the start of the OpenGL implementation etc...

Searchable symbol names combined with 'goto definition' makes the project directory structure irrelevant (and a tree structure will never be 'good enough' for organizing things).
November 13, 2025 at 8:07 AM
Yeah one big source file and a naming convention that makes sense for searching is the best option for source navigation I arrived so far. E.g. All sokol-gfx internal things start with _sg, all backend-specific things with _sg_d3d11, _sg_gl, _sg_mtl, etc... also for subsystems, e.g. _sg_vk_barrier..
November 13, 2025 at 8:04 AM
Technically one *can* use the pool slot at index 0 for a valid item when the generation counter is guaranteed to never be 0. That way the invalid handle 0 (as a combination of pool index and generation count) can't be mistaken for a valid handle.
November 12, 2025 at 7:35 AM
...also the handle-pools have a dummy element at index 0 because the 'invalid handle' is zero, so the pool slot at index 0 can't be used for a valid object.
November 11, 2025 at 5:59 PM
Tbh, the only situation in the sokol headers where 'zero means default' doesn't work is when having a boolean 'enable_xxx' where the default should be true. That's why the sokol header mostly have 'disable_xxx' options ;)
November 11, 2025 at 5:56 PM
Just C++ doing C++ things ;)
November 11, 2025 at 10:21 AM
Nope you didn't miss it in the docs, there's currently no way to create an sRBG backbuffer in sokol_app.h, it's on the list of things that need fixing though (along with better control of the depth-buffer format or whether a depth-buffer should be created at all).
November 9, 2025 at 9:43 AM
Switch to Vulkan/D3D12 they said, those APIs have no overhead because they map directly to the hardware they said... ;)
November 4, 2025 at 4:59 PM
Mobile phones really need a time-of-year and location-sensitive color filter. The greens look way too joyful for 'English countryside in autumn' ;)
November 4, 2025 at 4:48 PM
...like, I there wasn't even any doubt in my mind that it could be anything else than an Amiga, the only other worthy computer system would be an SGI workstation, but that would be a couple 100k so entirely out of reach ;)
October 25, 2025 at 11:34 AM
Germany was pretty much Commodore land in the 80s (at that time still West-Germany) and early 90s. As an East German, the very first thing I bought from my converted savings 3 days after the monetary union in mid-1990 was an Amiga500+1084 monitor+printer (around 2.6k DeutschMark IIRC)
October 25, 2025 at 11:30 AM
You wrote CygnusEd?! I used CygnusEd pretty much every day in my Amiga time between '90 and ca '97 (was a bit late to the party, only got my first Amiga mid-1990 right after the German monetary union). Many thanks for one of the best tools on the Amiga :)
October 23, 2025 at 7:08 AM
Fucking hell, and of course downgrading to Xcode 16 doesn't work because that doesn't work on macOS Tahoe... guess I'll just need to sit it out :/
October 20, 2025 at 10:50 AM
Don't know don't care tbh.
October 20, 2025 at 9:45 AM