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______ is best pony.
Hugo Locurcio
Calinou
🦄
______ is best pony.
Developer for @godotengine. Hobby open source game developer and modder.
This guide is written with RMG (Mupen64Plus) or Project64 in mind. Other emulators can be used, but only if they offer both cheats and overclocking functionality.
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The main goal is to implement a GPU driven renderer for Godot 4.x. This is a renderer that happens entirely on GPU
(no CPU Dispatches during opaque pass).
Additionally, this is a renderer that relies exclusively on raytracing (and a base raster pass aided by raytracing).
It is important to make a note that we dont want to implement a GPU driven renderer similar to that of AAA/Unreal, as example.
Forenote: Most of the following is simply my point of view as an emulator developer. Various names are omitted for privacy reasons.
I usually write blog posts aimed at developers, but I'd like to make an exception just this once. For a lot of game consoles you have likely noticed that there's multiple emulators for said console. Even for more modern systems like the Nintendo 3DS, you've got several active emulators such as Citra, Mikage and Panda3DS, and some less active ones at the moment such as Corgi3DS. This has made many people in the emulation community ask "Why do emulator developers not simply collaborate"? Thus, I'd like to dedicate this post to answering this question as an emulator developer myself.
1) We actually do collaborate!
Even when we're working on different emulators, we very often collaborate and help each other. A lot of people don't know, since it usually happens ov
During the past days, this great article by Sam Pruden has been
making the rounds around the gamedev community. While the article provides an in-depth analysis, its a bit easy to miss the
point and exert the wrong conclusions from it. As such, and in many cases, users unfamiliar with Godot internals have used
it points such as following:
Godot C# support is inefficient
Godot API and binding system is designed around GDScript
Godot is not production ready
In this brief article, I will shed a bit more light about how the Godot binding system works and some detail on the Godot
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Compress ISO/CUE files to CHD on a remote filesystem accessible via SFTP/SSH
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