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(1 edit) (+1)

Hi kestrel,

thanks for sharing this! I also plan on using webgl for the jam. I started writing some bindings manually for a visualizer here https://codeberg.org/theottm/sacr3d/src/branch/main/modules/dom/gl.scm but its much better to handle them automatically. 

Happy Jamming

(1 edit)

Hi! I've finally updated the template repository with a working demo and better bindings. There are now utilities to transform Hoot vectors into JS typed arrays,  in order to pass them to WebGL buffers, so it should save a lot of headaches. There is still some work required to make some of the API useful, for example glGetShaderParameter and the like return `(ref extern)`, so there needs to be some JS wrapper around them. Hope you find it handy!

I hope you mean bytevectors because regular Scheme vectors will be very inefficient for buffer data!

(+1)

You're right, I was confused for a long time because I was expecting bytevector literals to start with `#v`. I should probably rename the procedures to convert them to `TypedArrays`.