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2:21 PM
@Hakase rules that govern physics haven't changed much over the last decade, chances are if it made the job when the port was made, you'll still be able to get something out of it.
 
 
7 hours later…
9:15 PM
Started porting my main menu to HTML, two hours later I'm knee deep reworking color space handling in the engine since stuff is SRGB now :D
Gotta love how small tasks escalate wildly
 
9:38 PM
Using ultalig.ht?
 
Yup
 
Working well? Depending on the license cost, we may consider using it.
 
I'm not very deep yet, backend implementations weren't too hard to pull off, so far seems fine
It's currently causing some frame drops even with very light HTML content though, so I gotta see if it's at all possible to multithread it
It says all the calls to it have to happen from the same thread, which makes that non trivial since I'm not sure if I can somehow guard OpenGL access properly
 
Can it work from the non main thread?
 
Yeah it can, but I have 0 experience with multiple OpenGL contexts and whatnot
 
9:43 PM
Oh, yeah, ok, they use more than one context.. :/ hmm I wonder how this works. I guess we'll give it a try in a few months...
 
Oh they don't use any context at all, that's something I'd need to do
It comes with a background OpenGL renderer that works if your game runs on DirectX, which allows you to just pull framebuffer contents, update your DX texture, and blit that once
Alternatively one has to implement a rendering backend interface if you want to do DirectX draw calls directly / embed into an OpenGL renderer
 
Ah ok, I think it's how Sundog's silverlining does it
And your game doesnt use sRGB?
I'm not familiar with colur profiles...
 
It didn't but now it does
Well, basically enabling SRGB for OpenGL textures & render targets did most of the work, I just have to convert my defined colors (picked from my screen so SRGB) to RGB before passing them to shader uniforms / vertex colors, since otherwise they are essentially double SRGB and become too bright
But also moving all of Ultralight to another thread makes all application logic much harder
 
10:08 PM
I guess so!
 
Implementing custom UI isn't very attractive either, Gui* files in GunHero are 20k lines of code, and contains lots of hacks to get anything a bit fancier to work
Dear ImGui is nice but not something you'd want to expose to the userbase, unless perhaps maybe for an editor or something
 
10:25 PM
Yeah, we dont have a UI atm, we use MFC forms when we need to communicate something to the user, and so Im pushing to chamge that, but in now way I'd like to write all the in-app code for that...
 

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