Messing with some secret #haxe engine work & one thing that I always wanted was proper lowlevel 2D/3D support and core support for CPPIA. So I sat down and created externs for #bgfx , #nanovg and mixed it into an engine prototype that lets you live-code :D https://github.com/dazKind/linc_bgfx
GitHub - dazKind/linc_bgfx: Haxe hxcpp externs for bgfx

Haxe hxcpp externs for bgfx. Contribute to dazKind/linc_bgfx development by creating an account on GitHub.

GitHub

#lagui and #TinyShed engine improvement: now supporting shape gradient with #nanovg :D

(The animation system is written too complex to support file asset so it will still take a bit time)

#gamedev folks: This seems like a really remedial question, but what am I missing to be able to represent colors that are simultaneously emissive+transparent (with r,g,b > a, e.g. rgba=1,0,0,0)? I figured blend with gl_one and gl_one_minus_src_alpha (standard porter duff over operator for premultiplied alpha) would do it. But it simply doesn’t show up if I set a=0. Context: this is in #NanoVG (which internally uses gl or metal).

Playing around with #fontstash, a small wrapper around stb_truetype that allows efficient rendering of truetype fonts.

Fontstash is used under the hood in #nanovg (project by the same dev) to render text, and for years this is how I indirectly interacted with it. However, I recently learned that it works just fine by itself. And while it is designed to primarily work with OpenGL, I managed to hack together a backend that renders to a PPM file instead.