Post AnTN2PqzSfUiu8uhdY by drewdevault@fosstodon.org
 (DIR) More posts by drewdevault@fosstodon.org
 (DIR) Post #AnN0hnZ69yVbLi5e2i by drewdevault@fosstodon.org
       2024-10-25T13:00:08Z
       
       0 likes, 0 repeats
       
       Behold: it spins
       
 (DIR) Post #AnN0hoOV4rcpv88hA8 by drewdevault@fosstodon.org
       2024-10-25T16:04:09Z
       
       0 likes, 0 repeats
       
       Behold: you can move
       
 (DIR) Post #AnN0hpKdai86pRL7mS by drewdevault@fosstodon.org
       2024-10-25T16:05:01Z
       
       1 likes, 0 repeats
       
       I accidentally chose one of the most annoying Minecraft blocks to render properly for my test case, I have sort of faked it for now
       
 (DIR) Post #AnN10YLqwpwpfPpzMW by drewdevault@fosstodon.org
       2024-10-25T16:23:51Z
       
       0 likes, 0 repeats
       
       @lanodan ladders and tall grass are even easier than blocks as a matter of factBut the others are annoying for sure
       
 (DIR) Post #AnTN2IDNrWebDHKTQm by drewdevault@fosstodon.org
       2024-10-25T17:51:22Z
       
       0 likes, 0 repeats
       
       Behold: you can look
       
 (DIR) Post #AnTN2JiyFZVxtX7DIu by drewdevault@fosstodon.org
       2024-10-26T10:43:52Z
       
       0 likes, 0 repeats
       
       Behold: a spriteCode is a bit messy since I'm remembering how to write OpenGL code in real time as I work on it
       
 (DIR) Post #AnTN2L01VekVqi6LWS by drewdevault@fosstodon.org
       2024-10-27T09:39:39Z
       
       0 likes, 0 repeats
       
       Behold: some text
       
 (DIR) Post #AnTN2LxvuufgqW8Bu4 by drewdevault@fosstodon.org
       2024-10-27T11:36:01Z
       
       0 likes, 0 repeats
       
       Added some stuff to the debug overlay to procrastinate generating terrain geometry(FPS hangs out around 1700 on this machine when vsync is disabled, for the curious)
       
 (DIR) Post #AnTN2Mj55cNxCkBqOO by drewdevault@fosstodon.org
       2024-10-27T14:43:08Z
       
       0 likes, 0 repeats
       
       
       
 (DIR) Post #AnTN2MjR4IfXDqM7we by drewdevault@fosstodon.org
       2024-10-27T10:01:38Z
       
       0 likes, 0 repeats
       
       The obvious next step is to read chunks from disk and generate geometry for them... which is going to be a bit annoying so I might put it off for a bit.
       
 (DIR) Post #AnTN2N1A0Oqa6oeHZY by drewdevault@fosstodon.org
       2024-10-28T10:22:24Z
       
       0 likes, 0 repeats
       
       Cursed
       
 (DIR) Post #AnTN2O1YGQkpEJq6oy by drewdevault@fosstodon.org
       2024-10-28T14:00:01Z
       
       0 likes, 0 repeats
       
       Behold: a chunk
       
 (DIR) Post #AnTN2Od80ioP6rQ7OK by drewdevault@fosstodon.org
       2024-10-28T14:23:59Z
       
       0 likes, 0 repeats
       
       Better
       
 (DIR) Post #AnTN2PTaremNjZy1AW by drewdevault@fosstodon.org
       2024-10-28T14:28:29Z
       
       0 likes, 0 repeats
       
       Same location rendered by Minecraft beta 1.7.3
       
 (DIR) Post #AnTN2PqzSfUiu8uhdY by drewdevault@fosstodon.org
       2024-10-28T17:41:17Z
       
       0 likes, 0 repeats
       
       Expanding the renderer a bit more. Some placeholder for water that looks less ugly than before, better transparency support in general, and I've stopped generating meshes for occluded faces. Generating geometry in about 2ms on this machine which is close enough to my performance goals for nowSwapped out my GPU earlier which is why this dropped to 30 FPS while recording, the performance is still fine
       
 (DIR) Post #AnTN2QduWmctLrnltA by drewdevault@fosstodon.org
       2024-10-28T17:41:43Z
       
       0 likes, 0 repeats
       
       Next up is to render more than one chunk, add some simple lighting, and flesh out special cases for rendering like torches.
       
 (DIR) Post #AnTN2R1J7nLEWQkSMC by drewdevault@fosstodon.org
       2024-10-28T17:43:03Z
       
       0 likes, 0 repeats
       
       (~2000 FPS when vsync is disabled and I'm not recording the screen on the crappier GPU)
       
 (DIR) Post #AnTN2Rspum9xCRnCnA by drewdevault@fosstodon.org
       2024-10-28T17:56:04Z
       
       1 likes, 0 repeats
       
       Added Minecraft-style ambient lighting because it was easy and makes it look a lot nicer
       
 (DIR) Post #AnU4DP1kGsH0QZahCS by drewdevault@fosstodon.org
       2024-10-28T16:33:20Z
       
       1 likes, 0 repeats
       
       @SRAZKVT I've implemented a minecraft client before, I'm well aware...
       
 (DIR) Post #AnU4JjjaCCG6O37Ex6 by stacyharper@soc.punktrash.club
       2024-10-28T15:03:16.374600Z
       
       1 likes, 0 repeats
       
       @drewdevault
       
 (DIR) Post #AnVVDAxjSI5Kj8n2bg by drewdevault@fosstodon.org
       2024-10-28T21:55:57Z
       
       0 likes, 0 repeats
       
       Moar chunk, sourced directly from a region file I have lying around in ~/.minecraftcc @SRAZKVT, you were curious about this
       
 (DIR) Post #AnVVDCFqeQAcjcH1U0 by drewdevault@fosstodon.org
       2024-10-28T22:01:37Z
       
       0 likes, 0 repeats
       
       Currently sitting at about 3000 lines of code all said
       
 (DIR) Post #AnVVDDXFtBgkhtQRFo by drewdevault@fosstodon.org
       2024-10-29T08:39:53Z
       
       0 likes, 0 repeats
       
       Fog
       
 (DIR) Post #AnVVDEcbqlZ84mwEEq by drewdevault@fosstodon.org
       2024-10-29T09:12:38Z
       
       0 likes, 0 repeats
       
       
       
 (DIR) Post #AnVVDFZSJydZ1ITDxg by drewdevault@fosstodon.org
       2024-10-29T09:22:03Z
       
       0 likes, 0 repeats
       
       Block lightingIt has some limitations, first, it assumes full daylight at all times, second, it cannot retrieve lighting information across chunk boundaries
       
 (DIR) Post #AnVVDGRh4K1RjVqXVA by drewdevault@fosstodon.org
       2024-10-29T13:42:30Z
       
       0 likes, 0 repeats
       
       Quick break from real work to add clouds
       
 (DIR) Post #AnVVDHoly04rzNeU76 by drewdevault@fosstodon.org
       2024-10-29T14:56:05Z
       
       0 likes, 0 repeats
       
       
       
 (DIR) Post #AnVVDIPdkvZHpitvZw by bcon@fosstodon.org
       2024-10-29T15:59:53Z
       
       1 likes, 0 repeats
       
       @drewdevault it’s pretty fun watching this unfold in near real time.
       
 (DIR) Post #AnVVDJK0NMeeeXGwQy by drewdevault@fosstodon.org
       2024-10-29T18:36:23Z
       
       0 likes, 0 repeats
       
       It took me a long time to realize that the "temperature" that goes into the sky color calculation was not the "temperature" of the biome itself but rather the "temperature" of the noise function that Minecraft uses to pick the biome. Also it's *not* HSL, it's HSV.
       
 (DIR) Post #AnVVDL9nYHg8LSVono by drewdevault@fosstodon.org
       2024-10-29T18:36:36Z
       
       0 likes, 0 repeats
       
       Anyway the sky colors are much more faithful to Minecraft now.
       
 (DIR) Post #AnXqiexwRLXU6yf5g8 by drewdevault@fosstodon.org
       2024-10-29T18:41:59Z
       
       0 likes, 0 repeats
       
       More faithful sky renderingStill missing stars, though. Next step is to update the terrain lighting along with the day/night cycle
       
 (DIR) Post #AnXqifVGRSC5mKFhcO by drewdevault@fosstodon.org
       2024-10-30T16:27:01Z
       
       0 likes, 0 repeats
       
       Today: edge cases galore and little else(Actually I also did some lighting refactoring)
       
 (DIR) Post #AnXqig2ESsZ7QZg20O by drewdevault@fosstodon.org
       2024-10-30T16:31:00Z
       
       0 likes, 0 repeats
       
       Same location rendered by betamine and Minecraft, the latter with "fancy" graphics and "smooth lighting" (ambient occlusion) disabled
       
 (DIR) Post #AnXqigDZmhdhzkz5ge by drewdevault@fosstodon.org
       2024-10-30T18:34:21Z
       
       0 likes, 0 repeats
       
       This one was annoying for sure
       
 (DIR) Post #AnXqigfE7tl1NVvAmm by drewdevault@fosstodon.org
       2024-10-30T21:15:37Z
       
       1 likes, 0 repeats
       
       Also annoying
       
 (DIR) Post #AnZ2yPwhReq6lkJyHA by drewdevault@fosstodon.org
       2024-10-31T10:51:30Z
       
       0 likes, 0 repeats
       
       Lots of Real Work to do today so no betamine updates unless I clear my plate
       
 (DIR) Post #AnZ2yRIiPI2myJd4EK by drewdevault@fosstodon.org
       2024-10-31T10:54:36Z
       
       1 likes, 0 repeats
       
       Some stuff to look forward to nearish term:- Models for stairs, "twoquads" (e.g. flowers) and "onequads" (e.g. ladders)- Animated textures- Finalizing the lighting system and day/night cycle- Stars in the night sky- Particle effects for e.g. torchesAfter that it will probably make sense to pause rendering to flesh out the chunk manager and connect it to a server
       
 (DIR) Post #AndArseXImAMk80VkW by drewdevault@fosstodon.org
       2024-10-31T16:17:54Z
       
       0 likes, 0 repeats
       
       Blender is broken in Alpine and let me tell you manually trial-and-erroring vertex positions and UV mappings in its absence is not very fun
       
 (DIR) Post #AndArtxiQx6OntzLHc by drewdevault@fosstodon.org
       2024-10-31T16:34:37Z
       
       0 likes, 0 repeats
       
       Got the "twoquads" done
       
 (DIR) Post #AndArupbCcChV1CNGq by drewdevault@fosstodon.org
       2024-10-31T17:01:10Z
       
       0 likes, 0 repeats
       
       "FIRETEX!", my old friend
       
 (DIR) Post #AndArvee8p2M3L58q0 by drewdevault@fosstodon.org
       2024-10-31T17:38:26Z
       
       0 likes, 0 repeats
       
       Had a lot of Real Work to do today so that's probably all for betamine today. Tomorrow I might do "onequads" (like rails and ladders) and set it up to fetch chunks from regions dynamically (and explore the whole world).
       
 (DIR) Post #AndArwVSyRHuh9nKAS by drewdevault@fosstodon.org
       2024-11-01T12:23:31Z
       
       0 likes, 0 repeats
       
       Instead of doing anything I said I would do today, I am working on reorganizing the code into something resembling an actual game, like moving the render loop out of main() and making the list of render layers and updated modules dynamic instead of hardcoded
       
 (DIR) Post #AndArxJRybGpCBBF4q by drewdevault@fosstodon.org
       2024-11-01T16:40:25Z
       
       0 likes, 0 repeats
       
       Here's today's exciting screenshot, in which the terrain renderer is missing while a bunch of code is refactored to improve the world management and rendering pipeline
       
 (DIR) Post #AndArxiyRhgeTL7crQ by drewdevault@fosstodon.org
       2024-11-01T17:30:16Z
       
       0 likes, 0 repeats
       
       No pretty graphics but here's today's improved Minecraft world format implementation
       
 (DIR) Post #AndAryiIlgk9XXobS4 by drewdevault@fosstodon.org
       2024-11-01T18:01:38Z
       
       0 likes, 0 repeats
       
       I am aware that some of those chunk coordinates are wrong and I have fixed the problem
       
 (DIR) Post #AndArzRK4IkvnAsYcq by drewdevault@fosstodon.org
       2024-11-02T09:21:28Z
       
       0 likes, 0 repeats
       
       Terrain renderer's back, now integrated into a dynamic chunk manager!Watch that FPS counter drop like a rock -- there are still a number of performance improvements I have to do (e.g. frustrum culling) and chunks are never actually *un*loaded once loaded
       
 (DIR) Post #AndAs079YmDTsuRxpI by drewdevault@fosstodon.org
       2024-11-02T09:24:50Z
       
       0 likes, 0 repeats
       
       Added some key performance indicators to the debug overlay: (C)hunks rendered, (V)erticies rendered, and the ratio (V/C). The goal is to bring all of these number down.63M verticies is entirely too many for the scene shown here -- the tesselator needs to find more opportunities to reduce the V/C count, and frustrum culling needs to reduce the number of chunks rendered as well.
       
 (DIR) Post #AndAs0iNKNzTkLrgqO by drewdevault@fosstodon.org
       2024-11-02T09:27:34Z
       
       0 likes, 0 repeats
       
       For culling I'm going to start with culling entire chunks but I have a few reasons to suppose that splitting chunks into 16x16x16 cubes would have performance gains in frustrum culling but also in a few other places as well, like re-tesselation when a chunk is changed (e.g. by placing/removing a block)
       
 (DIR) Post #AndAs1HTDu3zVCHiXw by drewdevault@fosstodon.org
       2024-11-02T10:51:13Z
       
       0 likes, 1 repeats
       
       Implementing Minecraft beta 1.7.3 from scratch in #harelang, day 7, browsing Dialko's survival world:https://www.planetminecraft.com/project/beta-1-7-3-survival-world/Code: https://git.sr.ht/~sircmpwn/betamine
       
 (DIR) Post #Andy7j5NXExpSUkRI8 by wolf480pl@mstdn.io
       2024-11-02T20:41:54Z
       
       1 likes, 0 repeats
       
       @drewdevault > beta 1.7.3that was a fine vintage
       
 (DIR) Post #Ao66OKRx0lN2QVY2QC by drewdevault@fosstodon.org
       2024-11-02T13:15:20Z
       
       0 likes, 0 repeats
       
       Back up to a more reasonable framerate with unloading of distant chunks and frustrum culling in place (note C is given as a ratio now)However, lots of verticies still need to go by making chunk tesselation aware of neighboring chunks (and not unconditionally rendering faces on chunk boundaries).
       
 (DIR) Post #Ao66OLHhuKlr11lN5s by drewdevault@fosstodon.org
       2024-11-02T17:22:36Z
       
       0 likes, 0 repeats
       
       
       
 (DIR) Post #Ao66OLxtNUVz7rV3qa by drewdevault@fosstodon.org
       2024-11-03T09:07:58Z
       
       0 likes, 0 repeats
       
       Optimize it and crank that render distance up babyBonus points for anyone who recognizes the seed
       
 (DIR) Post #Ao66OMoMEQTxka2xcm by drewdevault@fosstodon.org
       2024-11-03T09:09:59Z
       
       0 likes, 0 repeats
       
       Happy enough with this performance to move on from optimization for now, but for future reference I have noted a few low-hanging fruits: splitting chunks into smaller pieces (16x16x16 being obvious) for better frustrum culling and faster tesselation updates; reducing the size of vertex attributes and offloading some additional computation to shaders; and possibly moving tesselation off of the main thread
       
 (DIR) Post #Ao66ONZrNoTo7uGtfM by drewdevault@fosstodon.org
       2024-11-03T09:11:09Z
       
       0 likes, 0 repeats
       
       Oh, and at some point I plan on reducing the average tesselation load by caching more tesselated chunks than are actually being rendered, so that the tesselation distance exceeds the render distance under normal conditions
       
 (DIR) Post #Ao66OOdnQfDrQP7YRM by drewdevault@fosstodon.org
       2024-11-03T09:15:41Z
       
       0 likes, 0 repeats
       
       
       
 (DIR) Post #Ao66OPfFcjyqbCoELY by drewdevault@fosstodon.org
       2024-11-03T09:30:15Z
       
       0 likes, 0 repeats
       
       World by /u/LegalBottle147
       
 (DIR) Post #Ao66OQ2eDkhBllkuoa by drewdevault@fosstodon.org
       2024-11-03T09:39:30Z
       
       0 likes, 0 repeats
       
       Improved state of the Nether
       
 (DIR) Post #Ao66OR0ubgtwmfx2kS by drewdevault@fosstodon.org
       2024-11-03T09:41:45Z
       
       0 likes, 0 repeats
       
       That's probably all for today. Not bad for eight days of work :)
       
 (DIR) Post #Ao66OReGFONQkiMT56 by drewdevault@fosstodon.org
       2024-11-04T12:49:22Z
       
       0 likes, 0 repeats
       
       So they fixed blender in Alpine which means I actually have to learn how to use it
       
 (DIR) Post #Ao66OSMZadp2y95r9M by drewdevault@fosstodon.org
       2024-11-04T14:48:33Z
       
       0 likes, 0 repeats
       
       wut
       
 (DIR) Post #Ao66OSbShHjRiK3kMC by drewdevault@fosstodon.org
       2024-11-04T15:23:14Z
       
       0 likes, 0 repeats
       
       better
       
 (DIR) Post #Ao66OTQ9eoHWFXmEN6 by drewdevault@fosstodon.org
       2024-11-04T15:26:43Z
       
       0 likes, 0 repeats
       
       One of my test houses renders properly now, but only because the stairs happen to face south
       
 (DIR) Post #Ao66OTa53uDmkKQ9qK by drewdevault@fosstodon.org
       2024-11-04T15:54:07Z
       
       0 likes, 0 repeats
       
       There we go. Spent most of my day learning to use Blender and import the results into betamine but it was time well spent
       
 (DIR) Post #Ao66OUKAIZ5J3Fyxfs by drewdevault@fosstodon.org
       2024-11-04T15:59:20Z
       
       0 likes, 0 repeats
       
       Second test house looking better as a result
       
 (DIR) Post #Ao66OUvk2r8svnYyFE by drewdevault@fosstodon.org
       2024-11-04T16:47:23Z
       
       0 likes, 0 repeats
       
       Getting better at quickly knocking out weird block models with the assistance of blender
       
 (DIR) Post #Ao66OV75MgDTUys1vU by drewdevault@fosstodon.org
       2024-11-05T09:37:07Z
       
       0 likes, 0 repeats
       
       Thanks @martijnbraam for helping model the open piston!
       
 (DIR) Post #Ao66OW3DsWikPI4SXo by drewdevault@fosstodon.org
       2024-11-05T10:15:59Z
       
       0 likes, 0 repeats
       
       Wait why is the chunk scheduler O(n²), why did I think that was a good idea
       
 (DIR) Post #Ao66OWjlKMkSXDyQqm by drewdevault@fosstodon.org
       2024-11-05T10:20:30Z
       
       0 likes, 0 repeats
       
       lol, I thought the tesselator was causing the lag spikes, it was the scheduler (it takes 100x longer than the tesselator with this stupid algorithm)
       
 (DIR) Post #Ao66OXdly7YFKwBA9Y by drewdevault@fosstodon.org
       2024-11-07T15:27:26Z
       
       0 likes, 0 repeats
       
       Last could of days have been a break from implementing Minecraft beta 1.7.3 to spend some time actually playing it for the first time in... a while
       
 (DIR) Post #Ao66OYi3zeZseXC6To by drewdevault@fosstodon.org
       2024-11-15T14:20:03Z
       
       0 likes, 0 repeats
       
       It begins
       
 (DIR) Post #Ao66OZ4kdIj3mtoDqK by drewdevault@fosstodon.org
       2024-11-15T14:44:57Z
       
       0 likes, 0 repeats
       
       This version of the network protocol is really annoying to implement because you have to write decoders for *every* packet format because the packets are not length prefixed
       
 (DIR) Post #Ao66Oa1x5C54kVVV7Q by drewdevault@fosstodon.org
       2024-11-16T09:59:05Z
       
       1 likes, 0 repeats
       
       These chunks courtesy of a vanilla Minecraft beta 1.7.3 server
       
 (DIR) Post #Ao67kUxaiN7lLgTzBA by drewdevault@fosstodon.org
       2024-11-16T10:31:59Z
       
       0 likes, 0 repeats
       
       Stuff that would make sense to implement soonish:* Re-tesselation chunks are updated* Basic physics so you don't float above the ground* Chat messages* Rendering other players/entities* HUD, i.e. health and hotbar* Interacting with blocks (mining and placing blocks)
       
 (DIR) Post #Ao67kVpTU2E42nh1AO by drewdevault@fosstodon.org
       2024-11-16T10:32:33Z
       
       0 likes, 0 repeats
       
       Not working on this every day anymore so expect updates to be slower :)
       
 (DIR) Post #Ao67kWUb197S6KvrGK by drewdevault@fosstodon.org
       2024-11-16T10:38:09Z
       
       1 likes, 0 repeats
       
       Currently just shy of 8,000 lines of code
       
 (DIR) Post #AoAu4oqG4r2REbeEFM by drewdevault@fosstodon.org
       2024-11-16T14:03:18Z
       
       0 likes, 0 repeats
       
       Implemented chunk re-tesselation, performance is quite good. FPS about double that of vanilla Minecraft on my machine. Here's a short video walking around my test server near sunset for your enjoyment.I removed the ability to run betamine without connecting to a server, so all future screenshots/videos will be of betamine connected to a vanilla Minecraft server (until I implement a server myself).I think #harelang is pretty good for game development 😃
       
 (DIR) Post #AoAu4pxNvqKigzzQzg by drewdevault@fosstodon.org
       2024-11-16T14:43:40Z
       
       0 likes, 0 repeats
       
       Short re-tesselation demo, have a vanilla Minecraft client running on the other monitor placing these blocks
       
 (DIR) Post #AoAu4qglD8d4xjDfii by drewdevault@fosstodon.org
       2024-11-16T14:59:19Z
       
       0 likes, 0 repeats
       
       Maybe a fun thing to do in the foreseeable future would be audio. Probably should wait until some basic physics are there since the physics engine will be an obvious place to ask "what sort of block is at the player's feet"
       
 (DIR) Post #AoAu4quaNjgjebgiGm by drewdevault@fosstodon.org
       2024-11-18T14:29:36Z
       
       0 likes, 0 repeats
       
       
       
 (DIR) Post #AoAu4ra3tWrhjF5puy by drewdevault@fosstodon.org
       2024-11-18T15:09:16Z
       
       0 likes, 0 repeats
       
       
       
 (DIR) Post #AoAu4sAZhm4XYUAzpY by fijxu@noc.social
       2024-11-18T15:58:19Z
       
       0 likes, 0 repeats
       
       @drewdevault You are going to publish the source code? Or is already published somewhere?I would like to try it
       
 (DIR) Post #AoAu4sUQVxx4Y3Sqm0 by drewdevault@fosstodon.org
       2024-11-18T16:10:12Z
       
       0 likes, 0 repeats
       
       
       
 (DIR) Post #AoAu4sUmUeEeZ9d8KG by drewdevault@fosstodon.org
       2024-11-18T15:09:54Z
       
       0 likes, 0 repeats
       
       Note that inventory items aren't rendered regardless of what's in your inventory
       
 (DIR) Post #AoAu4sixdvZtH8GSQa by drewdevault@fosstodon.org
       2024-11-18T16:04:15Z
       
       0 likes, 0 repeats
       
       @fijxu https://git.sr.ht/~sircmpwn/betamine
       
 (DIR) Post #AoAu4tccJ0663kIuB6 by drewdevault@fosstodon.org
       2024-11-18T16:12:29Z
       
       0 likes, 0 repeats
       
       @fijxu let me know how it goes :)
       
 (DIR) Post #AoAu4toJbVSGe1mFPc by drewdevault@fosstodon.org
       2024-11-18T16:19:31Z
       
       0 likes, 0 repeats
       
       About 13 (non-consecutive) days of work, some days more than others, and currently ~8500 lines of Hare code
       
 (DIR) Post #AoAu4u4ccsUzSbPGpU by fijxu@noc.social
       2024-11-18T16:24:24Z
       
       0 likes, 0 repeats
       
       @drewdevault I tried to compile it but I got this :/Why is os::getfl an unknown object? Is inside the stdlib of Hare right? Or I'm missing something?
       
 (DIR) Post #AoAu4ue4V4r5EXza5I by drewdevault@fosstodon.org
       2024-11-18T16:25:30Z
       
       0 likes, 0 repeats
       
       @fijxu need my Hare patch:https://lists.sr.ht/~sircmpwn/hare-dev/patches/55954
       
 (DIR) Post #AoAu4vDWNHDB0UZtL6 by fijxu@noc.social
       2024-11-18T16:45:29Z
       
       0 likes, 0 repeats
       
       @drewdevault Now I got this. I don't see `SDL_StartTextInput` anywhere in the hare-sdl2 code. It might not be pushed or something like that?
       
 (DIR) Post #AoAu4vo2BWQ0pjf3Fg by drewdevault@fosstodon.org
       2024-11-18T16:59:21Z
       
       0 likes, 0 repeats
       
       @fijxu yep, forgot to push. Fixed!
       
 (DIR) Post #AoAu4wS5maSepyP2gq by drewdevault@fosstodon.org
       2024-11-18T16:59:40Z
       
       0 likes, 0 repeats
       
       @fijxu you also need my hare-glm fork: https://git.sr.ht/~sircmpwn/hare-glm
       
 (DIR) Post #AoAu4xNAMO7Bgz6ceO by fijxu@noc.social
       2024-11-18T17:08:28Z
       
       1 likes, 0 repeats
       
       @drewdevault Done, compiled and now it works :b