Anders Stenberg
SonnyBonds@mastodon.gamedev.place
<p>PROGRAMMING / MUSIC / GAMES</p><p>C++, music and silly games as Sonny Bonds</p><p>Life as Anders</p><p>Owner/founder of Kilohearts</p><p>Former Meqon, AGEIA and Power Challenge</p><p>Somehow can't stay away from build systems.</p><p>he/him 🇸🇪</p><p><a href="https://mastodon.gamedev.place/tags/cpp" class="mention hashtag" rel="tag">#<span>cpp</span></a> <a href="https://mastodon.gamedev.place/tags/audio" class="mention hashtag" rel="tag">#<span>audio</span></a> <a href="https://mastodon.gamedev.place/tags/programming" class="mention hashtag" rel="tag">#<span>programming</span></a> <a href="https://mastodon.gamedev.place/tags/gamedev" class="mention hashtag" rel="tag">#<span>gamedev</span></a></p>
Posts
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@godotengine@mastodon.gamedev.place Love this new release notes format. (Don't know if it's been like this for any previous releases but it's the first time I saw it.)
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Ideally I'd just export the existing library as is to be linked in downstream projects with linkLibrary, but I'm not sure this is possible? Feels like it should be.
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Oh, new VS Code update. What a surprise, only AI changes.
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Having a look at nushell and it looks pretty nice. Might not use it as an actual interactive shell, but feels like it could be cool as a replacement for bat/sh stuff without bringing out something like python.
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I&#39;ve got a Zig question if anyone out there happens to know. I&#39;m wrapping the wgpu_native library into a zig build system package like in the screenshot. This works and can be consumed by another project. However, I want to _also_ package a file (include/webgpu/webgpu.h) along for the consuming project to be able to use. (I have another wrapped C library that uses webgpu as well that needs to include that header when building.) How would I do that? #zig #ziglang