Hii everyone, i just added the last finishing touches and i made it work better on mobile
Hiii everyone, I built a silly Mario Kart track randomizer to use when I play modded with my friends. I think I should add some more miscellaneous options, lol maybe like per-console tracks or something in that ballpark
#devlog 9
The rewrite in c is going well, I built my allocator and also tiny logging helpers and now I created a vulkan device with all the extensions I think i will need, and I also integrated SDL3 to build my window
#devlog 8
Hii everyone,, I’m currently in the process of rewriting my codebase in C because Rust was giving me some headaches, so here’s a screenshot showcasing my slab allocator :)
#devlog 8
Got whatever is this from the h264 decoder, i don’t really think it’s right lol :*(
#devlog 7
Finally got mono and stereo AAC decoding working, the only thing i’m missing now is h264 decoding, which I started doing but gave up half way because i hadn’t got audio/video sync working. So after this detour I can finally try to decode some frames!
#devlog 6
I have decided that decoding audio streams will be easier for the time being and it will help me to setup good synchronization primitives, so I have started to parse a simple mono AAC stream
#devlog 5
Got some menu’s going and I have started to create an h264 decoder using vulkan, in the video you can see the info lines the decoder generates for the track info window
#devlog 4
I finally finished my egui renderer, i just needed to iron out alpha blending and buffer/image creation
#devlog 3
Finally i got egui to render something using my custom renderer! I’m so happy lol :)
#devlog 2
Little update, i got a simple renderer running using my custom vulkan abstraction layer
#devlog 1
Got a simple mkv demuxer working, and i created a simple window with winit, in which i would like to put an egui based ui, with my custom vulkan renderer so that i can have the users view track info and a player bar and things like that