morgan

@morgan3d@mastodon.gamedev.place
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Morgan McGuire - Gone sailing!

Known for Roblox, NVIDIA, Markdeep, Activision, Graphics Codex, G3D, Skylanders, E Ink, Titan Quest, Vicarious Visions, Unity, Williams College, U. Waterloo, Quadplay, Computer Graphics: Principles & Practice

Homepagehttps://casual-effects.com
I had a brief, very specific obsession with creating tiny mecha from LEGO. I'm all better now. Until next time...

https://www.youtube.com/watch?v=DZlJ4bHx1OQ

Gorgeous, animated real-time procedural trees fully explained:

https://diglib.eg.org/items/93fc78c0-71fa-4511-8564-a7e5268bf27a

Real-Time GPU Tree Generation; Kuth, Oberberger, Faber, Pfeifer, Tabaei, Baumeister, Meyer; HPG 2025

I finally put Meridian's name on the hull! Now she's properly able to introduce herself.

I'd been waiting until after I finished installing dinghy davits so that I'd know where to put the stern decals to work around them.

I spent the rest of the day provisioning, watering, doing laundry, tidying electronics, and cleaning (with a few breaks for video meetings and some debugging!)

We're finally all ready for summer sailing.

#sailing #theBoatyard

Got through a bunch of support for #quadplay word games this weekend. Built-in dictionaries, loading directly from zipfiles, lots and lots of fighting with browser caches.

I'm still refining the primary English dictionary by hand. The open source word lists I'm working with are too comprehensive and include a lot of archaic words that make word games feel too random.

Mmmm. Crispy new sails!

I go through a new set of racing sails every season when seriously competing.

My spine is in bad shape right now. So, I haven't been able to get in the race boats at all. But I'm preparing a new set for the spring when I'll hopefully start rebuilding my body for training!

This one is the tiny Aero 6 for racing in "Small Craft Advisory" conditions. I've been overpowered in the 7 above 22 kts of wind and this will enable more heavy weather days.

#sailing

Added asset preview in the #quadplay fantasy console import dialog so that you can see all of those juicy creative commons pixels before you commit to them.

To better support the feel of a native mobile game, #quadplay now allows the developer to unlock arbitrary resolutions and continuously resize the framebuffer to match the OS window on desktop, or a mobile screen orientation.

This breaks some of the guarantees and advantages of the fantasy console fixed virtual hardware specs. So, it is handled through a library that can be optionally included and not the core API.

Help!

My MacBook Air M2 has a physical display resolution of 2560 x 1664.
It reports this to apps as 1470 x 956 with a 2.0 HiDPI device pixel ratio.

I understand that the aspect ratio is slightly off from the physical display because it is subtracting the menu bar area that has a camera notch.

But I do not understand the reported width. 2560 / 2 = 1280, not 1470! This is a 1.74 device pixel ratio, not a 2.0 ratio. I expected the screen to be reported as 1280x720 @ 2x.

What is going on?

Good progress for this weekend's hacking, ending with a new #quadplay release just before midnight at https://github.com/morgan3d/quadplay

Tons of polish in this release for exported games made with this free HTML fantasy console.

Bonus: new support for making word games, including compressed bundled word lists for English.

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To better support the feel of a native mobile game, #quadplay now allows the developer to unlock arbitrary resolutions and continuously resize the framebuffer to match the OS window on desktop, or a mobile screen orientation.

This breaks some of the guarantees and advantages of the fantasy console fixed virtual hardware specs. So, it is handled through a library that can be optionally included and not the core API.