Having been making native extensions for GameMaker for years,
there is one thing that always bothered me:
although the code is often minimal
(some of my smaller extensions have less than 100 lines of code!),
the DLLs still come out to 70..100KB
OR have to depend on Microsoft Visual C++ Runtime Redistributable,
which is non-preferable for games that should "just run".
Having finally figured it out, I decided to write a small post about the matter.
If you are developing a C++ application without use of standard library
(be it a driver, shellcode, or just a tiny DLL),
you might have noticed that this also means that you don't get to use the standard formatted output function.
This is a post about getting around that through use of WinAPI.
In light of recent news
(original wording on archive)
of the game's multiplayer update being canceled and overall uncertainty about the game's future,
I look back at the game, the announcement, and how did this even happen.
If you've made a game with GameMaker during the past decade that opens web pages on some occasion,
you might have been recently hearing complaints from players about the game no longer successfully
doing so. This is a tiny post about what is that all about and how to fix it.
Considering that frequency at which people ask me about what it takes to do netcode
(and what they need ready for it) continues to rise year-to-year, I figured
that it's about time that I finally make a blog post about this.
This one's about deterministic netcode as it is by far most requested
and also the kind where it's possible to give more specific advice than "it depends".