daniel_rh
Joined 10 years ago
Joined 10 years ago
Since the Playdate doesn't have any of the sprite rendering hardware that made the gameboy both underpowered in compute and overpowered in graphics at the time, some of the tricks may be unnecessary.
I suppose you could do some kind of shift of a whole row of the framebuffer easily with a memmove sort of operation. The gameboy's shift registers and the per sprite drawing are what really made this both difficult and possible at such a slow CPU clock speed. The playdate CPU is about 40x faster than that on the gameboy, so probably all these kinds of tricks and more would work just fine.
Does anyone have a recommendation here?
For instance: this one teaches geometric proofs without mentioning the formalism, just letting you "unlock" the tools from a few "axiom" starter tools.
eg a.py: import c
if False:
import b
class X:
def x(self):
#type: () -> b.Y
from b import something_that_returns_y
return something_that_returns_y(self)
b.py: from a import X
class Y:
pass
def something_that_returns_y(x : X) -> Y:
return Y()
per https://github.com/asottile/flake8-typing-importsPer the article: bazel + rules_rust should have the flexibility to override the linker flags that Cargo may take as required since that would be a property of the bazel toolchain used.
It's a nice amalgamation of how cargo works and how bazel works.
In general bazel supports hermetic builds, multiple toolchains, cross complilation, and ways to compile multi-language projects.
I still wish that Cargo.toml didn't support build.rs as it can cause a lot of system-dependent problems that bazel sidesteps entirely by being hermetic.
At the time there were some mod communities like privateer Gemini gold with a polished release and Vega Trek; those also had windows builds that also work on wine. You might need to install into a folder with read/write permissions.