Welcome to Ron.cool
Welcome to Ron.cool I've been building a lot of random things lately, so I decided to put everything I've made into one place. Ron.cool is basically my personal collection of …
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Welcome to Ron.cool I've been building a lot of random things lately, so I decided to put everything I've made into one place. Ron.cool is basically my personal collection of …
The good news than is that SD_mixer already offers the good enough middle ground for everybody involved on the conversation. What audio devs and ambient sound creators will miss and …
Funnily enough, I already am on 3 because something I was doing made SDL 2 crash when I migrated from Windows to Linux+Wayland. Good to know that that's set me …
Just a footnote on the subject, SDL_mixer 3.0 (because of SDL 3!) is way wayyyyyy different, address much of the difficulties of dealing with that track system and recognizes that …
This was a very detailed and helpful response, thank you! And yep, I'll definitely be looking into FMOD's documentation next.
I've built a full audio system for my engine and game from the ground up and I can give some insight how things should be structured. Sounds are organized into …
Alan Zucconi has published an appendix of maximal triplets for xorshift generators, along with characteristic polynomials and a repository of the data. For engine and tools programmers, it’s a handy …
I'm trying to integrate SDL_mixer into my game engine. I want to do this to produce feature-complete demos for my portfolio, but I also want to do it in such …
Learn how to build a maintainable Unity In-App Purchase (IAP) architecture using a Purchase Manager, ScriptableObjects, an event-driven design, restore purchases, and production-ready testing practices. This tutorial focuses on software …
The Cherno argues that AI-generated code is still a risky shortcut for game teams, especially when it lands in core systems or unfamiliar codebases. The practical takeaway is less about …
AI coding assistants are becoming part of the everyday programming workflow, but the real value comes from using them as accelerators, not replacements. The practical win is faster iteration on …
The Cherno is kicking off a new 3D game engine series, with Hazel as the codebase and Rust training tied into the rollout. For engine programmers, the practical angle is …
TooOld2rock-nRoll said:No, I don't use Google. DuckDuckGo served me well for years and has only recently completely turned to the dark side of AI. I see myself more and more …
Create a static library that contains all the functions you want to wall off. Inside that library, you use external linkage, so that multiple .c files can see it. And …
frob wrote: The technical term is "linkage", along with terms "linkage of identifiers", "external linkage", and "internal linkage". That may help your search results. Aha! Yes, that indeed pointed me …
Nothing stops you from including the same 'static' function in more than one file. It duplicates its code of course, but the function doesn't have an externally known name then.
The technical term is "linkage", along with terms "linkage of identifiers", "external linkage", and "internal linkage". That may help your search results. When building any file into an object file, …
Last one was fun, lets see how long it lasts :D Lets say I create a non static function that only exists in a source file, how can I extern …
UK studios are still feeling the talent squeeze: 29% report skill shortages, and programming is the hardest role to hire for. The bigger practical hit is internal overload, with 62% …
ObservableCollections in Unity streamline handling dynamic data, making it easier for developers to manage game states. This video tutorial covers both beginner and advanced examples, showcasing how to implement a …
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