i have pushed another significant accessibility feature for #TribalTrouble game.

I added UI scaling so the entire GUI can be magnified as well as providing default scaling to match classic 1280x1024 scaling on larger displays. No more tiny UI on your 4K monitor without having to choose a low-res display mode!

Fonts are also now rendered at double scale so they aren't as blurry when scaled up.

https://github.com/bondolo/tribaltrouble

I think key remapping and controller support is next…

#a11y #java #lwjGL3

GitHub - bondolo/tribaltrouble: Restoration fork of classic Java Real Time Strategy Game Tribal Trouble

Restoration fork of classic Java Real Time Strategy Game Tribal Trouble - bondolo/tribaltrouble

GitHub

For the last two months I have been modernizing the classic RTS game Tribal Trouble to learn 3D graphics. I've written shaders, debugged frustum calculations, upgraded a lot of code from Java 1.4 to #Java 25, LWJGL2 to #LWJGL3 #OpenGL 1.1 to 4.1

The results look marvelous with identical gameplay to the beloved original game.

https://github.com/bondolo/tribaltrouble

GitHub - bondolo/tribaltrouble: Restoration fork of classic Java Real Time Strategy Game Tribal Trouble

Restoration fork of classic Java Real Time Strategy Game Tribal Trouble - bondolo/tribaltrouble

GitHub

Planet Animation for "Chrono Commander" an RTS with Time-Travel. ⏲

#chronocommander #rts #indiegame #indiedev #gamedev #gaming #libgdx #lwjgl3

Found some interesting behavior with #lwjgl3 and #glfw yesterday: I'm not sure where the behavior is located, but #Minecraft (or a library down the stack) decides to pick the highest GL core profile available that matches something in its database, even if it's not accelerated. I was able to confirm this by installing an older version of Minecraft which was able to pick the accelerated core profile, and not the llvmpipe core profiles - I suppose lwjgl3 didn't know to check and got lucky here?