✅ Valve (Steam) | All Steam Audio SDK source code open sourced❣️
The code now available under Apache 2.0 license.
◉Steam Audio SDK plug-ins are included
◉Valve's great work for Linux and freedom continues
◉Steam Audio: an immersive asset for games / VR
◉Plug-ins exist for Unity / Unreal Engine and others
Ox suggested me to try to ask here .. Is an #native#cpp#Quest#developer that successfully managed to install the #sdk#OpenXR and manage to compile/run the samples in #Windows with #AndroidStudio OR develop on Quest using #VisualStudio ? I once manage to compile Quest stuff using VS Android Extensions BUT I was never able to run it on Quest/launch the debugger that way. So before I start N weeks of tears & wears & despair as by suggestion I am asking "if anyone knows how". Thanks.
Some people may have seen my recent @treblleapi talk on #SDK development. This article forms a core part of the approach developers should take to SDK kits. #laravel#symfony#php
@maow_tty@godotengine@defold AFAIK, #W4Games was specifically founded to make that possible and do the #SDK integration whilst also complying with the #NDA's of the Platform Owners and only providing said integration to Developers that have been licensed for said Platform.
If you have been using #Unity and you wanna jump ship to the nearest competitor, #GodotEngine is gonna be your best bet. The structure of a project isn't exactly the same, but it's similar enough that it won't take long to adjust.
Below, I'll give a few tips and talk about pain points you might run into, to help you try it out properly, and make an evaluation. #GameDev
It's mostly a #license#compatibility issue to some extend, but since it's MIT-licensed that is somewhat mitigateable and #W4Games was founded specifically to provide this as a commercial option whilst funding the core engine development and backporting stuff that isn't covered by #NDA's like #DirectX12...
@Fenreliania So I'd rather expect #W4Games to make that #SDK integration happening with a sort-of toolchain similar to #Unity: Thus they as a #Company can comply with all the #NDAs and #Gatekeeping the Platform Owners demand - just like Unity today.
「 Mojo is a new programming language for AI developers that will grow into being a superset of Python over time. It already supports integrating with arbitrary Python code seamlessly and has a scalable programming model to target performance-critical systems, including accelerators (e.g. GPUs) that are pervasive in AI 」
I am truly looking forward to #Mojo; it sounds like it will make a lot of things a whole lot easier. Keeping access to the huge Python ecosystem is amazing.
But as long as you need to #register before you can look at the #SDK, and there is no published #license for it, it's not "here" in any meaningful sense of the word.
The big downfall of BlackBerry was that pre-#Android their #SDK was utter garbage and when they chose #Android they failed to provide any added value to their brand, so they died out...
I am looking for the missing parts of the #Psion SIBO C #SDK.
The screenshot (and alt text) shows a breakdown of what I already have, scraped together from the internet and scans from people who still have paper copies.
I'm sure there are newer versions of some of these docs, especially 2-05 and 3-01.
I'm also looking for v1 of the SDK, covering the MC200 and MC400.
"In May of this year, I began work on a Matrix SDK for Elixir with the aim of simplifying the process of Matrix-enabling Elixir applications. It is early days for the project but if you are interested in contributing (all skill levels welcome) or using the SDK as a foundation for another project, please let me know!"
We're excited to announce that the #AMD#FidelityFX#SDK is now publicly available 🎆
This easy-to-integrate #opensource solution lets #gamedev add our FidelityFX technologies into their games without the hassle of complicated porting procedures.
As well as updates to our existing AMD FidelityFX technologies, we're delighted to add three more to the FidelityFX family:
Trying to give #EDisAsm a proper help menu, which requires compiling a resource (.RSC) file.
After much faffing, I've got compiled a basic .RSC file, and added its .RSG (header) file to the project. All compiled OK. Copied the app and .RSC to the DOS #EPOC16 emulator and...
DOES ANYONE REMEMBER HOW TO DO THIS?
I'm currently trawling through old code and the SDK docs.
Been working on something new and very cool - an IoT platform that doesn't rely on fixed connectivity to stay connected. Encourage you to check it out, docs and demo apps are out now, SDK will be available in a couple of weeks. Can't wait to see what you build on it - tell all your friends!
Pinning this post to remind and shame me to write the follow up part 2 to my blog post "Reviving an Intel SDK-85 Serial Interface". Especially since I've been getting comments on it recently.