jerrodputman

@jerrodputman@mastodon.gamedev.place

Programmer. Swift. Video game enthusiast who still occasionally dabbles in game development.

Paying the bills with my mad programming skills.

šŸŽ® Favorite game: Mega Man 2
šŸ’’ Married to https://bookstodon.com/@shannonkay
šŸ§‘ā€šŸ’» Work at Blizzard on iOS stuff

Views are my own and do not represent my employer.

This profile is from a federated server and may be incomplete. Browse more on the original instance.

jerrodputman, to swift

I managed to get a little something running on a Pimoroni PicoSystem using Embedded !

The PicoSystem uses an RP2040, so I was able to use the embedded examples from Apple to get started.

The demo is using the PicoSystem SDK on top of the Pico SDK. I had to work around the C++ name mangling differences between g++ and Clang by making a thin C wrapper.

Iā€™ll be publishing the code somewhere soon, and hope to have a more interesting demo eventually.

A Pimoroni PicoSystem running an Embedded Swift demo, which has a bouncing apple next to the text ā€œHello, Swift!ā€

jerrodputman,

As promised, hereā€™s the project source. https://github.com/jerrodputman/swift-picosystem-example

Iā€™d still like to find a solution that doesnā€™t require a C wrapper. Perhaps building the PicoSystem SDK with Clang would work? The Pico SDK has issues with Clang, out of the box at least.

jerrodputman, to swift

Iā€™ve been working on a photo frame project using a Raspberry Pi, Swift, and SDL.

I had the basics working, but wanted to use Swift concurrency (tasks, actors) to skip having to do a typical game loop and reduce power consumption. However, when I call SDL_PollEvent or anything similar, concurrency just completely breaks.

#swift #swiftlang #sdl2 #raspberrypi

jerrodputman,

@aeva Yeah, I made sure that all calls to SDL functions were on the main thread, though Iā€™m not discounting that I missed something.

If I remove the call to SDL_PollEvent, though, everything works fine; rendering and Swift concurrency, on both platforms.

jerrodputman, to random

My review of the Analogue Pocket:

  • Beautiful screen.
  • Terrible d-pad. Just awful.
  • Save states (including sleep/wake) work 50% of the time and will also sometimes wipe your on-cartridge save.
  • openFPGA makes it like a portable MiSTer.
  • openFPGA canā€™t make use of Display Modes (filters, aka the entire point of such a hi-res screen).

At the moment, and for the price, I canā€™t recommend it. The save issue and openFPGA issues can be fixed, but that d-pad is unfortunate.

jerrodputman,

This may have been written after sliding into a pit instead of jumping over it for the fifth time in 10 minutes while playing Mega Man IV (GameBoy).

rafa, to SwiftUI
@rafa@mastodon.design avatar

I have a #SwiftUI question for you lovely nerds ā¤ļø

A Button can take any View as a label, when you're writing a custom ButtonStyle, and access configuration.label ā€” is there any way of knowing if it conforms to Text, or Image for example?

jerrodputman,

@rafa The same ButtonStyle can be used for both, as label is type-erased here. But since itā€™s type-erased, you canā€™t get any type info from it.

If you want to do different behaviors depending on the label type, you might want to consider that to be a different style. Or you could add a parameter to your style to change the behavior.

If you use a Label instead, you could use a LabelStyle that uses the icon only, which gives you an accessibility label for free.

grumpygamer, to godot
@grumpygamer@mastodon.gamedev.place avatar

If I was going to make a 3D game I would use #godot, no question. But for 2D, my engine works great and I know it well because I built it.

jerrodputman,

@grumpygamer @synlogic If starting from scratch, would you recommend starting with SDL, or just start with whichever of the above is most convenient at the time (I use a Mac, so start with Metal)?

jerrodputman, to gameboy

I have now finished all five of the GameBoy Mega Man games. I had only the 1st and 4th as a kid, so it was great to play all of them (well, except for 2)

Itā€™s clear at the beginning, they were just cut down versions of the NES games. But by the 4th game, they were just entirely new games that just happened to feature the NES bosses, to the point where the fifth game WAS an entirely new game.

Hereā€™s my ranking:
MM4
MM5
MM1
MM3
.
.
.
MM2 (seriously, itā€™s very bad)

#megaman #gameboy #retro

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