Twitter | Pretraživanje | |
John Carmack
The Haskell code I started on is a port of the original Wolf 3D. My notes from four years ago on the iOS port:
Reply Retweet Označi sa "sviđa mi se" More
Ivan Perez 24. tra 2014.
Odgovor korisniku/ci @ID_AA_Carmack
What's the status? I'd love to help with this :)
Reply Retweet Označi sa "sviđa mi se"
John Carmack 24. tra 2014.
Odgovor korisniku/ci @IvanPerezKeera
@IvanPerezKeeraS I had to abandon the code when I left Id Software
Reply Retweet Označi sa "sviđa mi se"
Sebastian Sylvan 7. svi 2013.
Odgovor korisniku/ci @ID_AA_Carmack
That's neat. You may find yourself writing C-like code for the inner loops. GHC seems to lack low-level opt. - no PhDs in it!
Reply Retweet Označi sa "sviđa mi se"
John Carmack 7. svi 2013.
Odgovor korisniku/ci @ssylvan
while column oriented texture mapping does lend itself nicely to incremental list processing, I'm planning on using OpenGL.
Reply Retweet Označi sa "sviđa mi se"
Lemont Washington 7. svi 2013.
Odgovor korisniku/ci @ID_AA_Carmack
Looking at your original programming notes I wonder if CADisplayLink allowed you to have a one tick game.
Reply Retweet Označi sa "sviđa mi se"
John Carmack 7. svi 2013.
Odgovor korisniku/ci @cocoalabs
the original iPhone got fill rate limited when a few sprites piled up, it wouldn't have been able to hold 60 under stress.
Reply Retweet Označi sa "sviđa mi se"
Luke Iannini 8. svi 2013.
Odgovor korisniku/ci @ID_AA_Carmack
GHC 7.8 will include native iOS compilation support; I've been having a great time using the dev version for about a year : )
Reply Retweet Označi sa "sviđa mi se"
Andrei Alexandrescu 8. svi 2013.
Odgovor korisniku/ci @ID_AA_Carmack
this is awesome but then y u no use D?
Reply Retweet Označi sa "sviđa mi se"
Jason Dagit 7. svi 2013.
Odgovor korisniku/ci @ID_AA_Carmack
I maintain the Haskell OpenGL bindings and happy to help if they give you any trouble. Feedback is very welcome!
Reply Retweet Označi sa "sviđa mi se"