@firescotch jonestown
@firescotch battle garegga saturn
@typhlosion halo infinite is gonna be multiplat on launch at the end of this year, where the fuck is halo 5???
https://www.youtube.com/watch?v=4gXAcoBT_XI fucking hello 343? this whips ass
Did you know that the original DOS version of #Doom had support for a triple monitor mode? This allowed you to run the game with three monitors with two set at an angle to create a full surround "#VR" feel.
ChocolateDoom has recreated this mode: https://doomwiki.org/wiki/Three_screen_mode
Here's two gameplay videos I've found:
- Doom 2 MAP01: https://www.youtube.com/watch?v=FCibu8yEQzQ
- A custom WAD: https://www.youtube.com/watch?v=DSks0bwUQgo
Next thing I really want to explore is hot reloading dispatchers from rust dlls. I feel like that has the potential to be extremely useful for RE work.
I'm still sketching out an actix-web and specs style abstraction for extracting information out of the context statically, but it's currently very straightforward to write and bind handlers by just directly grabbing references from the context. Ideally you'd be able to specify handler dependencies with just function parameters, but I'm struggling to make that work.
This may be another crate to publish if it turns out to be useful. #rust
Made an API for constructing handler dispatchers using an anymap to retrieve references to server state from a context. It supports multiple handlers per opcode and conditional guards to short-circuit handlers from running and perform state validation ala mangos' checks to ensure a connection is in a particular state. The use of a DI container context means handlers are fully decoupled from state and can theoretically be hot-reloaded, or using multiple dispatchers at runtime.
has poor taste in video games
yes you can follow request
please ask in a DM for discord/other app to contact me directly. DMs here are not a great direct medium
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