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No Game Engine Game Dev: Word Sleuth 038: Continuing the good fight against the Scheduler refactor.
Streamed on 2024-08-27 (https://www.twitch.tv/thediscouragerofhesitancy)
Game Engines are for sissies!
The Scheduler refactor did not go as smoothly as I would have liked yesterday. I picked up where I left off, finding the bookkeeping errors that remained. There were two big ones. One was two un-cleared fields when we requested a new ActionSequence. There were trash values in those fields from previous uses of the returned resource. With that one out of the way, the Animations not being marked as Idle wasn't too hard to find. I ended up giving full control of that state change back to the Scheduler.
Then I added AntiAliasing to the game. It isn't really that visible in most of the uses I've got so far, but it is an easy win with OpenGL multisample anti-aliasing (MSAA). It is even configurable.
With the last 10 min I tried to add draw-call sampling to my FPSLabel, but just didn't have enough time to finish it. So that's where we'll pick up tomorrow.
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