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Everything posted by luksamuk
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Now successfully using OpenBox + Tint2, and I regret nothing.
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If your window manager is screwing up your performance, you're doing something wrong. I run kwin and turn off compositing when I'm going to try a game.
Which was your previous setup? (if it was gnome3, I can understand - it's a POS no matter where you look)
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I was using XFCE with its default WM. Thing is, I use NVIDIA Optimus and I didn't run the WM on my NVIDIA card. I believe the DE itself was somehow weighting the processor. It couldn't be the GPU.
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There's no way xfwm was being a heavy weight, it's pretty light. It is outdated, though so it might be that.
Also, proprietary drivers are always hell to get working.
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Damn messed-up audio codec, I'll just go back to recordmydesktop or use ffmpeg directly instead. http://youtu.be/jj5V69ynJyU
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Just bought CF2.5. Next step is to buy exporters. I won't mind going back to the old MMF2 days for the sake of iOS and Android apps. It could be fun as hell. (Too bad there is no Linux exporter D: )
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Btw, do you know if Anaconda runs with CF2.5?
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Not for now, it seems :|
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Oh :/
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Just released a very-early-alpha for my games' framework. Will you please check it out on Game Creation Research & Discussion?
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Ok, finally got bitmap fonts to work on my system. Anyone has suggestions on clear, monospace fonts specifically for programming?
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Artwiz fonts. They're for linux, but you can get Windows packages here. http://bb4win.sourceforge.net/bblean/awiz.htm
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Nice I happen to actually be looking for Linux fonts. Thanks.
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If DirectX has the same power and simplicity of OpenGL, then I don't know why DirectX seems SO COMPLICATED to me.
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Believe it or not, OpenGL has a bit more complicated API than DirectX...
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DirectX is generally considered more simple since it has less redundant methods to do simple actions and has much more support. OpenGL is also based on a mislead standard they set years ago. (However I'm still an OpenGL fan because cross-platform yeeeeah!)
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Yeah but the syntax bothers me a lot. I managed to make a simple program in C++ using DirectX, with SDL 2.0 windowing support, and it still seemed so complicated because of how the variables are always declared with names such as LPDIRECT3DVERTEXBUFFER9...
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So, later today I'll officially start messing with Unity 2D and smooth animations. Let's hope this all ends well.