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    <title>nCine</title>
    <link>https://ncine.github.io/</link>
    <description>Recent content on nCine</description>
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      <title>apptest_allocators</title>
      <link>https://ncine.github.io/examples/apptest-allocators/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/examples/apptest-allocators/</guid>
      <description>&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;apptest_allocators&#34;&#xA;    src=&#34;/img/apptests/apptest_allocators.png&#34;&#xA;    &gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;&lt;style&gt;&#xA;  .button-group-inline {&#xA;    text-align: center;&#xA;    margin: 0.5em 0;  &#xA;  }&#xA;&#xA;  .button-group-inline a {&#xA;    display: inline-block;&#xA;    margin: 0.25em;  &#xA;    text-decoration: none;&#xA;  }&#xA;&lt;/style&gt;&#xA;&#xA;&lt;div class=&#34;button-group-inline&#34;&gt;&#xA;  &#xA;&lt;a&#xA;  class=&#34;!rounded-md bg-primary-600 px-4 py-2 !text-neutral !no-underline hover:!bg-primary-500 dark:bg-primary-800 dark:hover:!bg-primary-700&#34;&#xA;  href=&#34;/apptests/apptest_allocators.html&#34;&#xA;  target=&#34;_blank&#34;&#xA;  &#xA;  role=&#34;button&#34;&gt;&#xA;  &#xA;&lt;span class=&#34;relative inline-block align-text-bottom icon&#34;&gt;&lt;svg xmlns=&#34;http://www.w3.org/2000/svg&#34; 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GitHub&#xA;&#xA;&lt;/a&gt;&#xA;&#xA;&#xA;&lt;/div&gt;&#xA;&#xA;&#xA;&lt;p&gt;This is a test for the various custom allocators available when compiling with the &lt;code&gt;NCINE_WITH_ALLOCATORS=ON&lt;/code&gt; CMake option.&lt;/p&gt;&#xA;&lt;p&gt;The ImGui interface will allow you to create different types of allocators and to allocate and free memory blocks of different sizes and alignment requirements.&lt;/p&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Videos&#xA;    &lt;div id=&#34;videos&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;div style=&#34;position: relative; padding-bottom: 56.25%; height: 0; overflow: hidden;&#34;&gt;&#xA;      &lt;iframe allow=&#34;accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share; fullscreen&#34; loading=&#34;lazy&#34; referrerpolicy=&#34;strict-origin-when-cross-origin&#34; src=&#34;https://www.youtube.com/embed/2kAoyVvgLyo?autoplay=0&amp;amp;controls=1&amp;amp;end=0&amp;amp;loop=0&amp;amp;mute=0&amp;amp;start=0&#34; style=&#34;position: absolute; top: 0; left: 0; width: 100%; height: 100%; border:0;&#34; title=&#34;nCine Custom Memory Allocators Test&#34;&gt;&lt;/iframe&gt;&#xA;    &lt;/div&gt;&#xA;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Controls&#xA;    &lt;div id=&#34;controls&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Use the mouse, the keyboard, the gamepad, or the touch screen to interact with the ImGui interface&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;Escape&lt;/code&gt; on the keyboard will quit the application&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>Modern Renderer</title>
      <link>https://ncine.github.io/features/renderer/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/features/renderer/</guid>
      <description>&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;Modern Renderer&#34;&#xA;    src=&#34;/img/features/render_batcher.png&#34;&#xA;    &gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Multiple viewports for offscreen rendering or split-screen&lt;/li&gt;&#xA;&lt;li&gt;Custom shaders for post-processing or bespoke effects&lt;/li&gt;&#xA;&lt;li&gt;Automatic batching for sprites and text&lt;/li&gt;&#xA;&lt;li&gt;Sprite meshes for deformation or tight bounding&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&#34;https://registry.khronos.org/OpenGL/extensions/ARB/ARB_get_program_binary.txt&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Binary shader&lt;/a&gt; caching for faster startup&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&#34;https://www.khronos.org/opengl/wiki/Vertex_Specification#Vertex_Array_Object&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;VAO&lt;/a&gt; and &lt;a href=&#34;https://www.khronos.org/opengl/wiki/Texture_Storage#Immutable_storage&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;immutable texture&lt;/a&gt; support&lt;/li&gt;&#xA;&lt;li&gt;Efficient OpenGL buffer updates (&lt;a href=&#34;https://www.khronos.org/opengl/wiki/Buffer_Object#Mapping&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;mapped&lt;/a&gt; or direct)&lt;/li&gt;&#xA;&lt;li&gt;Indexed and instanced drawing&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&#34;https://renderdoc.org/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;RenderDoc&lt;/a&gt; &lt;a href=&#34;https://renderdoc.org/docs/in_application_api.html&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;In-application&lt;/a&gt; integration&lt;/li&gt;&#xA;&lt;li&gt;Optional Google &lt;a href=&#34;http://angleproject.org&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;ANGLE&lt;/a&gt; backend on Windows&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>Animated Sprites</title>
      <link>https://ncine.github.io/features/animated-sprites/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/features/animated-sprites/</guid>
      <description>&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;Animated Sprites&#34;&#xA;    src=&#34;/img/features/animated_sprites.png&#34;&#xA;    &gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Play animations from spritesheet textures&lt;/li&gt;&#xA;&lt;li&gt;Forward and backward looping support&lt;/li&gt;&#xA;&lt;li&gt;Transformable sprites (scale, rotate)&lt;/li&gt;&#xA;&lt;li&gt;Automatic culling when off-screen&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>apptest_anchor</title>
      <link>https://ncine.github.io/examples/apptest-anchor/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/examples/apptest-anchor/</guid>
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GitHub&#xA;&#xA;&lt;/a&gt;&#xA;&#xA;&#xA;&lt;/div&gt;&#xA;&#xA;&#xA;&lt;p&gt;This test shows how different scene nodes (sprites, text nodes, and particles) are transformed when you change their anchor point.&lt;/p&gt;&#xA;&lt;p&gt;It has evolved to show other advanced features like blending and layer ordering options.&lt;/p&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Videos&#xA;    &lt;div id=&#34;videos&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;div style=&#34;position: relative; padding-bottom: 56.25%; height: 0; overflow: hidden;&#34;&gt;&#xA;      &lt;iframe allow=&#34;accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share; fullscreen&#34; loading=&#34;lazy&#34; referrerpolicy=&#34;strict-origin-when-cross-origin&#34; src=&#34;https://www.youtube.com/embed/5g30K6ktEc8?autoplay=0&amp;amp;controls=1&amp;amp;end=0&amp;amp;loop=0&amp;amp;mute=0&amp;amp;start=0&#34; style=&#34;position: absolute; top: 0; left: 0; width: 100%; height: 100%; border:0;&#34; title=&#34;apptest_anchor - a nCine example about advanced sprite features&#34;&gt;&lt;/iframe&gt;&#xA;    &lt;/div&gt;&#xA;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Controls&#xA;    &lt;div id=&#34;controls&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Use the mouse, the keyboard, the gamepad, or the touch screen to interact with the ImGui interface&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;CTRL + H&lt;/code&gt; on the keyboard will show or hide the ImGui interface&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;Escape&lt;/code&gt; on the keyboard will quit the application&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>apptest_animsprites</title>
      <link>https://ncine.github.io/examples/apptest-animsprites/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/examples/apptest-animsprites/</guid>
      <description>&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;apptest_animsprites&#34;&#xA;    src=&#34;/img/apptests/apptest_animsprites.png&#34;&#xA;    &gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;&lt;style&gt;&#xA;  .button-group-inline {&#xA;    text-align: center;&#xA;    margin: 0.5em 0;  &#xA;  }&#xA;&#xA;  .button-group-inline a {&#xA;    display: inline-block;&#xA;    margin: 0.25em;  &#xA;    text-decoration: none;&#xA;  }&#xA;&lt;/style&gt;&#xA;&#xA;&lt;div class=&#34;button-group-inline&#34;&gt;&#xA;  &#xA;&lt;a&#xA;  class=&#34;!rounded-md bg-primary-600 px-4 py-2 !text-neutral !no-underline hover:!bg-primary-500 dark:bg-primary-800 dark:hover:!bg-primary-700&#34;&#xA;  href=&#34;/apptests/apptest_animsprites.html&#34;&#xA;  target=&#34;_blank&#34;&#xA;  &#xA;  role=&#34;button&#34;&gt;&#xA;  &#xA;&lt;span class=&#34;relative inline-block align-text-bottom icon&#34;&gt;&lt;svg xmlns=&#34;http://www.w3.org/2000/svg&#34; 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GitHub&#xA;&#xA;&lt;/a&gt;&#xA;&#xA;&#xA;&lt;/div&gt;&#xA;&#xA;&#xA;&lt;p&gt;One of the oldest and simplest tests, it shows how to make a sprite walk using a spritesheet and an &lt;code&gt;AnimatedSprite&lt;/code&gt; class.&lt;/p&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Controls&#xA;    &lt;div id=&#34;controls&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Use the mouse, the joystick, or the touchscreen to move the sprite around&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;F&lt;/code&gt; on the keyboard will toggle full screen&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;Escape&lt;/code&gt; on the keyboard will quit the application&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>Particle Simulation</title>
      <link>https://ncine.github.io/features/particles/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/features/particles/</guid>
      <description>&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;Particle Simulation&#34;&#xA;    src=&#34;/img/features/particles.png&#34;&#xA;    &gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Simulate particles in world or local space&lt;/li&gt;&#xA;&lt;li&gt;Affectors for color, size, rotation, position, velocity&lt;/li&gt;&#xA;&lt;li&gt;Randomized emission properties: amount, life, rotation, position, velocity&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>apptest_audio</title>
      <link>https://ncine.github.io/examples/apptest-audio/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/examples/apptest-audio/</guid>
      <description>&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;apptest_audio&#34;&#xA;    src=&#34;/img/apptests/apptest_audio.png&#34;&#xA;    &gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;&lt;style&gt;&#xA;  .button-group-inline {&#xA;    text-align: center;&#xA;    margin: 0.5em 0;  &#xA;  }&#xA;&#xA;  .button-group-inline a {&#xA;    display: inline-block;&#xA;    margin: 0.25em;  &#xA;    text-decoration: none;&#xA;  }&#xA;&lt;/style&gt;&#xA;&#xA;&lt;div class=&#34;button-group-inline&#34;&gt;&#xA;  &#xA;&lt;a&#xA;  class=&#34;!rounded-md bg-primary-600 px-4 py-2 !text-neutral !no-underline hover:!bg-primary-500 dark:bg-primary-800 dark:hover:!bg-primary-700&#34;&#xA;  href=&#34;/apptests/apptest_audio.html&#34;&#xA;  target=&#34;_blank&#34;&#xA;  &#xA;  role=&#34;button&#34;&gt;&#xA;  &#xA;&lt;span class=&#34;relative inline-block align-text-bottom icon&#34;&gt;&lt;svg xmlns=&#34;http://www.w3.org/2000/svg&#34; 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GitHub&#xA;&#xA;&lt;/a&gt;&#xA;&#xA;&#xA;&lt;/div&gt;&#xA;&#xA;&#xA;&lt;p&gt;This test shows how to play sound effects with an &lt;code&gt;AudioBufferPlayer&lt;/code&gt;, and how to play music using an &lt;code&gt;AudioStreamPlayer&lt;/code&gt;.&#xA;It also allows you to change some player properties and apply effects and filters.&#xA;If the nCine has been compiled with ImGui some of those properties can be tweaked with an interface.&lt;/p&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Controls&#xA;    &lt;div id=&#34;controls&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;M&lt;/code&gt; on the keyboard or &lt;code&gt;A&lt;/code&gt; on the gamepad will play or pause the music&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;Space&lt;/code&gt; on the keyboard or &lt;code&gt;B&lt;/code&gt; on the gamepad will play or pause the sound&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;A&lt;/code&gt;/&lt;code&gt;S&lt;/code&gt;/&lt;code&gt;D&lt;/code&gt; will play/stop/pause the sound&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;L&lt;/code&gt; will toggle sound looping&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;T&lt;/code&gt; will start or stop the stress test for audio sources&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;Change the pitch, gain, and horizontal position of the sound with the numeric keypad or the gamepad:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&#xA;&lt;p&gt;Pressing &lt;code&gt;KP7&lt;/code&gt;/&lt;code&gt;KP8&lt;/code&gt;/&lt;code&gt;KP9&lt;/code&gt; will decrease/reset/increase the pitch (use the right trigger on the gamepad)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&#xA;&lt;p&gt;Pressing &lt;code&gt;KP4&lt;/code&gt;/&lt;code&gt;KP5&lt;/code&gt;/&lt;code&gt;KP6&lt;/code&gt; will decrease/reset/increase the gain (use the left trigger on the gamepad&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&#xA;&lt;p&gt;Pressing &lt;code&gt;KP1&lt;/code&gt;/&lt;code&gt;KP2&lt;/code&gt;/&lt;code&gt;KP3&lt;/code&gt; will decrease/reset/increase the horizontal position (use the left stick on the gamepad)&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&#xA;&lt;p&gt;Pressing &lt;code&gt;KP0&lt;/code&gt; on the keyboard or &lt;code&gt;Y&lt;/code&gt; on the gamepad will reset all properties to their default values&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&#xA;&lt;p&gt;Pressing the left/right arrow keys or D-pad directions, or the left bumper will change the music file&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&#xA;&lt;p&gt;Pressing the up/down arrow keys or D-pad directions, or the right bumper will change the sound file&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&#xA;&lt;p&gt;Pressing the &lt;code&gt;Start&lt;/code&gt; on the gamepad will start or stop the stress test for audio sources&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&#xA;&lt;p&gt;Use the mouse, the keyboard, the gamepad, or the touch screen to interact with the ImGui interface.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&#xA;&lt;p&gt;Pressing &lt;code&gt;CTRL + H&lt;/code&gt; on the keyboard will show or hide the ImGui interface&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&#xA;&lt;p&gt;Pressing &lt;code&gt;Escape&lt;/code&gt; on the keyboard will quit the application&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>Sound and Music</title>
      <link>https://ncine.github.io/features/sound/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/features/sound/</guid>
      <description>&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;Sound and Music&#34;&#xA;    src=&#34;/img/features/sound.png&#34;&#xA;    &gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Play memory sound buffers or stream music from disk&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&#34;https://en.wikipedia.org/wiki/WAV&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;WAVE&lt;/a&gt; and &lt;a href=&#34;http://www.vorbis.com/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Ogg Vorbis&lt;/a&gt; format support with looping&lt;/li&gt;&#xA;&lt;li&gt;Control gain, pitch, panning, and more via &lt;a href=&#34;http://kcat.strangesoft.net/openal.html&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;OpenAL Soft&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;Apply OpenAL EFX effects and filters (reverb, chorus, echo, flanger, etc.)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>apptest_bunnymark</title>
      <link>https://ncine.github.io/examples/apptest-bunnymark/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/examples/apptest-bunnymark/</guid>
      <description>&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;apptest_bunnymark&#34;&#xA;    src=&#34;/img/apptests/apptest_bunnymark.png&#34;&#xA;    &gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;&lt;style&gt;&#xA;  .button-group-inline {&#xA;    text-align: center;&#xA;    margin: 0.5em 0;  &#xA;  }&#xA;&#xA;  .button-group-inline a {&#xA;    display: inline-block;&#xA;    margin: 0.25em;  &#xA;    text-decoration: none;&#xA;  }&#xA;&lt;/style&gt;&#xA;&#xA;&lt;div class=&#34;button-group-inline&#34;&gt;&#xA;  &#xA;&lt;a&#xA;  class=&#34;!rounded-md bg-primary-600 px-4 py-2 !text-neutral !no-underline hover:!bg-primary-500 dark:bg-primary-800 dark:hover:!bg-primary-700&#34;&#xA;  href=&#34;/apptests/apptest_bunnymark.html&#34;&#xA;  target=&#34;_blank&#34;&#xA;  &#xA;  role=&#34;button&#34;&gt;&#xA;  &#xA;&lt;span class=&#34;relative inline-block align-text-bottom icon&#34;&gt;&lt;svg xmlns=&#34;http://www.w3.org/2000/svg&#34; 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GitHub&#xA;&#xA;&lt;/a&gt;&#xA;&#xA;&#xA;&lt;/div&gt;&#xA;&#xA;&#xA;&lt;p&gt;The nCine version of the classic BunnyMark demo.&#xA;If the nCine has been compiled with ImGui you can tweak some options with an interface.&lt;/p&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Controls&#xA;    &lt;div id=&#34;controls&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Pressing the left mouse button, tapping the right half of the screen, pressing &lt;code&gt;Space&lt;/code&gt; on the keyboard or &lt;code&gt;A&lt;/code&gt; on the gamepad will add some bunnies&lt;/li&gt;&#xA;&lt;li&gt;Pressing the right mouse button, tapping the left half of the screen, pressing &lt;code&gt;R&lt;/code&gt; on the keyboard or &lt;code&gt;B&lt;/code&gt; on the gamepad will reset the number of bunnies&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;V&lt;/code&gt; on the keyboard or &lt;code&gt;X&lt;/code&gt; on the gamepad will toggle the V-Sync&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;B&lt;/code&gt; on the keyboard or &lt;code&gt;Y&lt;/code&gt; on the gamepad will toggle batching&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;F&lt;/code&gt; on the keyboard will toggle full screen&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;P&lt;/code&gt; on the keyboard or &lt;code&gt;Start&lt;/code&gt; on the gamepad will pause the application&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;CTRL + H&lt;/code&gt; on the keyboard or &lt;code&gt;Back&lt;/code&gt; on the gamepad will show or hide the ImGui interface&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;Escape&lt;/code&gt; on the keyboard or &lt;code&gt;Guide&lt;/code&gt; on the gamepad will quit the application&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>Scenegraph</title>
      <link>https://ncine.github.io/features/scenegraph/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/features/scenegraph/</guid>
      <description>&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;Scenegraph&#34;&#xA;    src=&#34;/img/features/scenegraph.png&#34;&#xA;    &gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Parent–child relationships for nodes&lt;/li&gt;&#xA;&lt;li&gt;Position, scale, rotation, and color inheritance&lt;/li&gt;&#xA;&lt;li&gt;Per-node update and draw toggles&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>apptest_camera</title>
      <link>https://ncine.github.io/examples/apptest-camera/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/examples/apptest-camera/</guid>
      <description>&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;apptest_camera&#34;&#xA;    src=&#34;/img/apptests/apptest_camera.png&#34;&#xA;    &gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;&lt;style&gt;&#xA;  .button-group-inline {&#xA;    text-align: center;&#xA;    margin: 0.5em 0;  &#xA;  }&#xA;&#xA;  .button-group-inline a {&#xA;    display: inline-block;&#xA;    margin: 0.25em;  &#xA;    text-decoration: none;&#xA;  }&#xA;&lt;/style&gt;&#xA;&#xA;&lt;div class=&#34;button-group-inline&#34;&gt;&#xA;  &#xA;&lt;a&#xA;  class=&#34;!rounded-md bg-primary-600 px-4 py-2 !text-neutral !no-underline hover:!bg-primary-500 dark:bg-primary-800 dark:hover:!bg-primary-700&#34;&#xA;  href=&#34;/apptests/apptest_camera.html&#34;&#xA;  target=&#34;_blank&#34;&#xA;  &#xA;  role=&#34;button&#34;&gt;&#xA;  &#xA;&lt;span class=&#34;relative inline-block align-text-bottom icon&#34;&gt;&lt;svg xmlns=&#34;http://www.w3.org/2000/svg&#34; 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GitHub&#xA;&#xA;&lt;/a&gt;&#xA;&#xA;&#xA;&lt;/div&gt;&#xA;&#xA;&#xA;&lt;p&gt;This is the default test that will run if you debug with Visual Studio, if you double-click the macOS bundle, or if you build an Android APK.&lt;/p&gt;&#xA;&lt;p&gt;It shows some sprites randomly moving while you can move the camera around.&#xA;The camera used to be simulated by moving the sprites in the opposite direction of the input but it now supports the &lt;code&gt;Viewport&lt;/code&gt; and &lt;code&gt;Camera&lt;/code&gt; classes&lt;/p&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Videos&#xA;    &lt;div id=&#34;videos&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;div style=&#34;position: relative; padding-bottom: 56.25%; height: 0; overflow: hidden;&#34;&gt;&#xA;      &lt;iframe allow=&#34;accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share; fullscreen&#34; loading=&#34;lazy&#34; referrerpolicy=&#34;strict-origin-when-cross-origin&#34; src=&#34;https://www.youtube.com/embed/lPMd8fI99gI?autoplay=0&amp;amp;controls=1&amp;amp;end=0&amp;amp;loop=0&amp;amp;mute=0&amp;amp;start=0&#34; style=&#34;position: absolute; top: 0; left: 0; width: 100%; height: 100%; border:0;&#34; title=&#34;Node inspector in the debug overlay interface&#34;&gt;&lt;/iframe&gt;&#xA;    &lt;/div&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;div style=&#34;position: relative; padding-bottom: 56.25%; height: 0; overflow: hidden;&#34;&gt;&#xA;      &lt;iframe allow=&#34;accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share; fullscreen&#34; loading=&#34;lazy&#34; referrerpolicy=&#34;strict-origin-when-cross-origin&#34; src=&#34;https://www.youtube.com/embed/PQRnxeBpo-c?autoplay=0&amp;amp;controls=1&amp;amp;end=0&amp;amp;loop=0&amp;amp;mute=0&amp;amp;start=0&#34; style=&#34;position: absolute; top: 0; left: 0; width: 100%; height: 100%; border:0;&#34; title=&#34;nCine debug overlay&#34;&gt;&lt;/iframe&gt;&#xA;    &lt;/div&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Controls&#xA;    &lt;div id=&#34;controls&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;W&lt;/code&gt;/&lt;code&gt;A&lt;/code&gt;/&lt;code&gt;S&lt;/code&gt;/&lt;code&gt;D&lt;/code&gt;, dragging while pressing the left mouse button, touching with one finger, or moving the left gamepad stick will pan the camera&lt;/li&gt;&#xA;&lt;li&gt;Pressing the left/right arrow keys, dragging horizontally while pressing the right mouse button or touching with two fingers, or moving the right gamepad stick left/right will rotate the camera&lt;/li&gt;&#xA;&lt;li&gt;Pressing the up/down arrow keys, dragging vertically while pressing the right mouse button or touching with two fingers, or moving the right gamepad stick up/down will zoom the camera&lt;/li&gt;&#xA;&lt;li&gt;Scrolling the mouse wheel will also zoom the camera&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;T&lt;/code&gt; on the keyboard or &lt;code&gt;X&lt;/code&gt; on the gamepad will toggle between individual textures and a texture atlas (more chances for batching)&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;V&lt;/code&gt; on the keyboard or the right bumper on the gamepad will toggle between simulating a camera by moving sprites in the opposite direction or using a &lt;code&gt;Viewport&lt;/code&gt; and a &lt;code&gt;Camera&lt;/code&gt; objects&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;R&lt;/code&gt; on the keyboard, &lt;code&gt;Y&lt;/code&gt; on the gamepad, or double-clicking/double-tapping will reset the camera position, rotation, and scale&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;B&lt;/code&gt; on the keyboard or &lt;code&gt;A&lt;/code&gt; on the gamepad will toggle batching&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;C&lt;/code&gt; on the keyboard or &lt;code&gt;B&lt;/code&gt; on the gamepad will toggle culling&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;F&lt;/code&gt; on the keyboard will toggle full screen&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;P&lt;/code&gt; on the keyboard or &lt;code&gt;Start&lt;/code&gt; on the gamepad will pause the application&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;Escape&lt;/code&gt; on the keyboard or &lt;code&gt;Guide&lt;/code&gt; on the gamepad will quit the application&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>Text Rendering</title>
      <link>https://ncine.github.io/features/text-rendering/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/features/text-rendering/</guid>
      <description>&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;Text Rendering&#34;&#xA;    src=&#34;/img/features/text_rendering.png&#34;&#xA;    &gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Bitmap font support via &lt;a href=&#34;http://www.angelcode.com/products/bmfont/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;AngelCode’s generator&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;Text alignment: left, center, right&lt;/li&gt;&#xA;&lt;li&gt;Kerning pairs for precise spacing&lt;/li&gt;&#xA;&lt;li&gt;UTF-8 encoded Unicode characters&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>apptest_clones</title>
      <link>https://ncine.github.io/examples/apptest-clones/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/examples/apptest-clones/</guid>
      <description>&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;apptest_clones&#34;&#xA;    src=&#34;/img/apptests/apptest_clones.png&#34;&#xA;    &gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;&lt;style&gt;&#xA;  .button-group-inline {&#xA;    text-align: center;&#xA;    margin: 0.5em 0;  &#xA;  }&#xA;&#xA;  .button-group-inline a {&#xA;    display: inline-block;&#xA;    margin: 0.25em;  &#xA;    text-decoration: none;&#xA;  }&#xA;&lt;/style&gt;&#xA;&#xA;&lt;div class=&#34;button-group-inline&#34;&gt;&#xA;  &#xA;&lt;a&#xA;  class=&#34;!rounded-md bg-primary-600 px-4 py-2 !text-neutral !no-underline hover:!bg-primary-500 dark:bg-primary-800 dark:hover:!bg-primary-700&#34;&#xA;  href=&#34;/apptests/apptest_clones.html&#34;&#xA;  target=&#34;_blank&#34;&#xA;  &#xA;  role=&#34;button&#34;&gt;&#xA;  &#xA;&lt;span class=&#34;relative inline-block align-text-bottom icon&#34;&gt;&lt;svg xmlns=&#34;http://www.w3.org/2000/svg&#34; 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GitHub&#xA;&#xA;&lt;/a&gt;&#xA;&#xA;&#xA;&lt;/div&gt;&#xA;&#xA;&#xA;&lt;p&gt;This test is not interactive and only stresses the object cloning system to highlight errors.&lt;/p&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Controls&#xA;    &lt;div id=&#34;controls&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;p&gt;Pressing &lt;code&gt;Escape&lt;/code&gt; on the keyboard will quit the application.&lt;/p&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>Input</title>
      <link>https://ncine.github.io/features/input/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/features/input/</guid>
      <description>&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;Input&#34;&#xA;    src=&#34;/img/apptests/apptest_joystick.png&#34;&#xA;    &gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&#34;http://www.glfw.org/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;GLFW 3&lt;/a&gt;, &lt;a href=&#34;https://www.libsdl.org/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;SDL 2&lt;/a&gt;, or &lt;a href=&#34;https://www.qt.io/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Qt 5&lt;/a&gt; backends for window and input on PC&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Native input backend on Android&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;Handles mouse, keyboard, touch, and controller inputs&lt;/li&gt;&#xA;&lt;li&gt;Joystick support with hot swap and SDL 2 &lt;a href=&#34;https://wiki.libsdl.org/CategoryGameController&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;gamepad mappings&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>apptest_filebrowser</title>
      <link>https://ncine.github.io/examples/apptest-filebrowser/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/examples/apptest-filebrowser/</guid>
      <description>&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;apptest_filebrowser&#34;&#xA;    src=&#34;/img/apptests/apptest_filebrowser.png&#34;&#xA;    &gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;&lt;style&gt;&#xA;  .button-group-inline {&#xA;    text-align: center;&#xA;    margin: 0.5em 0;  &#xA;  }&#xA;&#xA;  .button-group-inline a {&#xA;    display: inline-block;&#xA;    margin: 0.25em;  &#xA;    text-decoration: none;&#xA;  }&#xA;&lt;/style&gt;&#xA;&#xA;&lt;div class=&#34;button-group-inline&#34;&gt;&#xA;  &#xA;&lt;a&#xA;  class=&#34;!rounded-md bg-primary-600 px-4 py-2 !text-neutral !no-underline hover:!bg-primary-500 dark:bg-primary-800 dark:hover:!bg-primary-700&#34;&#xA;  href=&#34;/apptests/apptest_filebrowser.html&#34;&#xA;  target=&#34;_blank&#34;&#xA;  &#xA;  role=&#34;button&#34;&gt;&#xA;  &#xA;&lt;span class=&#34;relative inline-block align-text-bottom icon&#34;&gt;&lt;svg xmlns=&#34;http://www.w3.org/2000/svg&#34; 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GitHub&#xA;&#xA;&lt;/a&gt;&#xA;&#xA;&#xA;&lt;/div&gt;&#xA;&#xA;&#xA;&lt;p&gt;A basic but working file browser based on ImGui, with a list of pinned directories, custom coloring, permissions support, multiple sorting types, file types, and extension filters.&lt;/p&gt;&#xA;&lt;p&gt;The same code is used in &lt;a href=&#34;https://encelo.itch.io/spookyghost/devlog/132134/new-file-dialog-window&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;SpookyGhost&lt;/a&gt; with the addition of icons.&lt;/p&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Controls&#xA;    &lt;div id=&#34;controls&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Use the mouse, the keyboard, the gamepad, or the touch screen to interact with the ImGui interface and navigate the filesystem.&lt;/li&gt;&#xA;&lt;li&gt;Drag and dropping directories to the pinned list on the left by will add them to the list.&lt;/li&gt;&#xA;&lt;li&gt;Drag and dropping a directory/file to the browser on the right will go to that/the containing directory.&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;Escape&lt;/code&gt; on the keyboard will quit the application.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>Lua Scripting</title>
      <link>https://ncine.github.io/features/lua-scripting/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/features/lua-scripting/</guid>
      <description>&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;Lua Scripting&#34;&#xA;    src=&#34;/img/features/lua_scripting.png&#34;&#xA;    &gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Extensive &lt;a href=&#34;http://lua.org/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Lua&lt;/a&gt; API &lt;a href=&#34;/docs/lua_master&#34; &gt;bindings&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;Use Lua for full games or selective behaviors/data&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&#34;https://github.com/LuaCATS&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;LuaCATS&lt;/a&gt; annotations for type-checking and IDE autocompletion (with the &lt;a href=&#34;https://github.com/LuaLS/lua-language-server&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Lua Language Server&lt;/a&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Hot-reloading: full state reset or fast reload&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>apptest_font</title>
      <link>https://ncine.github.io/examples/apptest-font/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/examples/apptest-font/</guid>
      <description>&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;apptest_font&#34;&#xA;    src=&#34;/img/apptests/apptest_font.png&#34;&#xA;    &gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;&lt;style&gt;&#xA;  .button-group-inline {&#xA;    text-align: center;&#xA;    margin: 0.5em 0;  &#xA;  }&#xA;&#xA;  .button-group-inline a {&#xA;    display: inline-block;&#xA;    margin: 0.25em;  &#xA;    text-decoration: none;&#xA;  }&#xA;&lt;/style&gt;&#xA;&#xA;&lt;div class=&#34;button-group-inline&#34;&gt;&#xA;  &#xA;&lt;a&#xA;  class=&#34;!rounded-md bg-primary-600 px-4 py-2 !text-neutral !no-underline hover:!bg-primary-500 dark:bg-primary-800 dark:hover:!bg-primary-700&#34;&#xA;  href=&#34;/apptests/apptest_font.html&#34;&#xA;  target=&#34;_blank&#34;&#xA;  &#xA;  role=&#34;button&#34;&gt;&#xA;  &#xA;&lt;span class=&#34;relative inline-block align-text-bottom icon&#34;&gt;&lt;svg xmlns=&#34;http://www.w3.org/2000/svg&#34; 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GitHub&#xA;&#xA;&lt;/a&gt;&#xA;&#xA;&#xA;&lt;/div&gt;&#xA;&#xA;&#xA;&lt;p&gt;A test that loads some fonts and displays strings in text nodes, with and without kerning.&lt;/p&gt;&#xA;&lt;p&gt;If the nCine has been compiled with ImGui some of those options can be tweaked with an interface.&lt;/p&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Controls&#xA;    &lt;div id=&#34;controls&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Use the mouse, the keyboard, the gamepad, or the touch screen to interact with the ImGui interface&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;CTRL + H&lt;/code&gt; on the keyboard will show or hide the ImGui interface&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;Escape&lt;/code&gt; on the keyboard will quit the application&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>Job System</title>
      <link>https://ncine.github.io/features/job-system/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/features/job-system/</guid>
      <description>&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;Tracy capture of the job system&#34;&#xA;    src=&#34;/img/features/jobsystem.png&#34;&#xA;    &gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Lock-free work-stealing queue with parent–child jobs, continuations, and parallel loops&lt;/li&gt;&#xA;&lt;li&gt;CPU-topology aware thread pool with automatic affinity assignment&lt;/li&gt;&#xA;&lt;li&gt;Fast user-space semaphore for efficient thread synchronization&lt;/li&gt;&#xA;&lt;li&gt;Batch job submission for reduced scheduling overhead&lt;/li&gt;&#xA;&lt;li&gt;Built-in debug tools: job state tracking, detailed logging, Tracy zones, statistical counters&lt;/li&gt;&#xA;&lt;li&gt;Public API for direct access to the job system&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>apptest_gui</title>
      <link>https://ncine.github.io/examples/apptest-gui/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/examples/apptest-gui/</guid>
      <description>&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;apptest_gui&#34;&#xA;    src=&#34;/img/apptests/apptest_gui.png&#34;&#xA;    &gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;&lt;style&gt;&#xA;  .button-group-inline {&#xA;    text-align: center;&#xA;    margin: 0.5em 0;  &#xA;  }&#xA;&#xA;  .button-group-inline a {&#xA;    display: inline-block;&#xA;    margin: 0.25em;  &#xA;    text-decoration: none;&#xA;  }&#xA;&lt;/style&gt;&#xA;&#xA;&lt;div class=&#34;button-group-inline&#34;&gt;&#xA;  &#xA;&lt;a&#xA;  class=&#34;!rounded-md bg-primary-600 px-4 py-2 !text-neutral !no-underline hover:!bg-primary-500 dark:bg-primary-800 dark:hover:!bg-primary-700&#34;&#xA;  href=&#34;/apptests/apptest_gui.html&#34;&#xA;  target=&#34;_blank&#34;&#xA;  &#xA;  role=&#34;button&#34;&gt;&#xA;  &#xA;&lt;span class=&#34;relative inline-block align-text-bottom icon&#34;&gt;&lt;svg xmlns=&#34;http://www.w3.org/2000/svg&#34; 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GitHub&#xA;&#xA;&lt;/a&gt;&#xA;&#xA;&#xA;&lt;/div&gt;&#xA;&#xA;&#xA;&lt;p&gt;A test showing some bouncing sprites and interfaces to control some parameters.&lt;/p&gt;&#xA;&lt;p&gt;Based on the enabled integrations and the preferred backend you might see the ImGui, Nuklear, and Qt5 interfaces, even all at once!&lt;/p&gt;&#xA;&#xA;  &#xA;&#xA;&#xA;&#xA;&lt;div&#xA;  &#xA;    class=&#34;flex px-4 py-3 rounded-md shadow bg-primary-100 dark:bg-primary-900&#34;&#xA;  &#xA;  &gt;&#xA;  &lt;span&#xA;    &#xA;      class=&#34;text-primary-400 pe-3 flex items-center&#34;&#xA;    &#xA;    &gt;&#xA;    &lt;span class=&#34;relative block icon&#34;&gt;&lt;svg xmlns=&#34;http://www.w3.org/2000/svg&#34; viewBox=&#34;0 0 512 512&#34;&gt;&lt;path fill=&#34;currentColor&#34; d=&#34;M256 0C114.6 0 0 114.6 0 256s114.6 256 256 256s256-114.6 256-256S397.4 0 256 0zM256 128c17.67 0 32 14.33 32 32c0 17.67-14.33 32-32 32S224 177.7 224 160C224 142.3 238.3 128 256 128zM296 384h-80C202.8 384 192 373.3 192 360s10.75-24 24-24h16v-64H224c-13.25 0-24-10.75-24-24S210.8 224 224 224h32c13.25 0 24 10.75 24 24v88h16c13.25 0 24 10.75 24 24S309.3 384 296 384z&#34;/&gt;&lt;/svg&gt;&#xA;&lt;/span&gt;&#xA;  &lt;/span&gt;&#xA;&#xA;  &lt;span&#xA;    &#xA;      class=&#34;dark:text-neutral-300&#34;&#xA;    &#xA;    &gt;This was once called &lt;code&gt;apptest_scene&lt;/code&gt;&lt;/span&gt;&#xA;&lt;/div&gt;&#xA;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Video&#xA;    &lt;div id=&#34;video&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;div style=&#34;position: relative; padding-bottom: 56.25%; height: 0; overflow: hidden;&#34;&gt;&#xA;      &lt;iframe allow=&#34;accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share; fullscreen&#34; loading=&#34;lazy&#34; referrerpolicy=&#34;strict-origin-when-cross-origin&#34; src=&#34;https://www.youtube.com/embed/PpVLD3ShiCw?autoplay=0&amp;amp;controls=1&amp;amp;end=0&amp;amp;loop=0&amp;amp;mute=0&amp;amp;start=0&#34; style=&#34;position: absolute; top: 0; left: 0; width: 100%; height: 100%; border:0;&#34; title=&#34;nCine as a custom Qt5 widget&#34;&gt;&lt;/iframe&gt;&#xA;    &lt;/div&gt;&#xA;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Controls&#xA;    &lt;div id=&#34;controls&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Use the mouse, the keyboard, the gamepad, or the touch screen to interact with the interfaces&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;P&lt;/code&gt; on the keyboard, or the left mouse button, or tapping the screen if no interface is available will pause the application&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;CTRL + H&lt;/code&gt; on the keyboard will show or hide the ImGui and the Nuklear interfaces&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;Escape&lt;/code&gt; on the keyboard will quit the application&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>Texture Formats</title>
      <link>https://ncine.github.io/features/texture-formats/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/features/texture-formats/</guid>
      <description>&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;Texture Formats&#34;&#xA;    src=&#34;/img/features/texture_formats.png&#34;&#xA;    &gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Image formats: &lt;a href=&#34;http://www.libpng.org/pub/png/libpng.html&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;PNG&lt;/a&gt;, &lt;a href=&#34;https://developers.google.com/speed/webp/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;WebP&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;GPU compressed formats: ASTC, ETC2, ATC, PVR, DXT&lt;/li&gt;&#xA;&lt;li&gt;Container formats: KTX, PVR, DDS&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>apptest_jobsystem</title>
      <link>https://ncine.github.io/examples/apptest-jobsystem/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/examples/apptest-jobsystem/</guid>
      <description>&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;apptest_jobsystem&#34;&#xA;    src=&#34;/img/apptests/apptest_jobsystem.png&#34;&#xA;    &gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;&lt;style&gt;&#xA;  .button-group-inline {&#xA;    text-align: center;&#xA;    margin: 0.5em 0;  &#xA;  }&#xA;&#xA;  .button-group-inline a {&#xA;    display: inline-block;&#xA;    margin: 0.25em;  &#xA;    text-decoration: none;&#xA;  }&#xA;&lt;/style&gt;&#xA;&#xA;&lt;div class=&#34;button-group-inline&#34;&gt;&#xA;  &#xA;&lt;a&#xA;  class=&#34;!rounded-md bg-primary-600 px-4 py-2 !text-neutral !no-underline hover:!bg-primary-500 dark:bg-primary-800 dark:hover:!bg-primary-700&#34;&#xA;  href=&#34;/apptests/apptest_jobsystem.html&#34;&#xA;  target=&#34;_blank&#34;&#xA;  &#xA;  role=&#34;button&#34;&gt;&#xA;  &#xA;&lt;span class=&#34;relative inline-block align-text-bottom icon&#34;&gt;&lt;svg xmlns=&#34;http://www.w3.org/2000/svg&#34; 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GitHub&#xA;&#xA;&lt;/a&gt;&#xA;&#xA;&#xA;&lt;/div&gt;&#xA;&#xA;&#xA;&lt;p&gt;A test for the multi-threaded job system supporting all of its features like parent/children relationship, continuations, parallel for, jobs spawning more jobs, job system satistics.&lt;/p&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Controls&#xA;    &lt;div id=&#34;controls&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Use the mouse, the keyboard, the gamepad, or the touch screen to interact with the ImGui interface&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;CTRL + H&lt;/code&gt; on the keyboard will show or hide the ImGui interface&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;Escape&lt;/code&gt; on the keyboard will quit the application&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>ImGui Integration</title>
      <link>https://ncine.github.io/features/imgui-integration/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/features/imgui-integration/</guid>
      <description>&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;ImGui Integration&#34;&#xA;    src=&#34;/img/features/imgui.png&#34;&#xA;    &gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Full &lt;a href=&#34;https://github.com/ocornut/imgui&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Dear ImGui&lt;/a&gt; integration&lt;/li&gt;&#xA;&lt;li&gt;Usable for in-game UIs or debug overlays&lt;/li&gt;&#xA;&lt;li&gt;On-screen statistics for rendering and Lua&lt;/li&gt;&#xA;&lt;li&gt;Line plots for inspecting values over time&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;More&#xA;    &lt;div id=&#34;more&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;p&gt;&lt;a href=&#34;https://github.com/Immediate-Mode-UI/Nuklear&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Nuklear&lt;/a&gt; integration for skinnable userc interfaces&lt;/p&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>apptest_joystick</title>
      <link>https://ncine.github.io/examples/apptest-joystick/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/examples/apptest-joystick/</guid>
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GitHub&#xA;&#xA;&lt;/a&gt;&#xA;&#xA;&#xA;&lt;/div&gt;&#xA;&#xA;&#xA;&lt;p&gt;Gamepad support has always been very important for the nCine and this test shows information about the connected gamepad and visual feedback about its axes, buttons, and hats.&lt;/p&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Controls&#xA;    &lt;div id=&#34;controls&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;p&gt;Connect a gamepad to see visual feedback about the state of its axes and buttons.&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Press the &lt;code&gt;Back&lt;/code&gt; button on the gamepad to enable or disable the vibration, if available&lt;/li&gt;&#xA;&lt;li&gt;Pressing the left/right trigger when vibration is enabled, will vibrate the left/right motor&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;Escape&lt;/code&gt; on the keyboard will quit the application&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>Low-Level</title>
      <link>https://ncine.github.io/features/low-level/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/features/low-level/</guid>
      <description>&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;apptest_allocators&#34;&#xA;    src=&#34;/img/apptests/apptest_allocators.png&#34;&#xA;    &gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Fully C++11-compliant codebase&lt;/li&gt;&#xA;&lt;li&gt;High-precision monotonic timers&lt;/li&gt;&#xA;&lt;li&gt;Atomic counters with multiple memory orders&lt;/li&gt;&#xA;&lt;li&gt;Thread creation, synchronization, and affinity control&lt;/li&gt;&#xA;&lt;li&gt;Lightweight math library for vectors, matrices, and quaternions&lt;/li&gt;&#xA;&lt;li&gt;Flexible logging system with console and file output&lt;/li&gt;&#xA;&lt;li&gt;FileSystem API for querying and manipulating paths, files, and directories&lt;/li&gt;&#xA;&lt;li&gt;Custom memory allocators (linear, stack, pool, free list)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>apptest_loading</title>
      <link>https://ncine.github.io/examples/apptest-loading/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/examples/apptest-loading/</guid>
      <description>&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;apptest_loading&#34;&#xA;    src=&#34;/img/apptests/apptest_loading.png&#34;&#xA;    &gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;&lt;style&gt;&#xA;  .button-group-inline {&#xA;    text-align: center;&#xA;    margin: 0.5em 0;  &#xA;  }&#xA;&#xA;  .button-group-inline a {&#xA;    display: inline-block;&#xA;    margin: 0.25em;  &#xA;    text-decoration: none;&#xA;  }&#xA;&lt;/style&gt;&#xA;&#xA;&lt;div class=&#34;button-group-inline&#34;&gt;&#xA;  &#xA;&lt;a&#xA;  class=&#34;!rounded-md bg-primary-600 px-4 py-2 !text-neutral !no-underline hover:!bg-primary-500 dark:bg-primary-800 dark:hover:!bg-primary-700&#34;&#xA;  href=&#34;/apptests/apptest_loading.html&#34;&#xA;  target=&#34;_blank&#34;&#xA;  &#xA;  role=&#34;button&#34;&gt;&#xA;  &#xA;&lt;span class=&#34;relative inline-block align-text-bottom icon&#34;&gt;&lt;svg xmlns=&#34;http://www.w3.org/2000/svg&#34; 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GitHub&#xA;&#xA;&lt;/a&gt;&#xA;&#xA;&#xA;&lt;/div&gt;&#xA;&#xA;&#xA;&lt;p&gt;A test for the loading system of all types of resources: textures, sounds, fonts, Lua scripts, and shaders.&lt;/p&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Controls&#xA;    &lt;div id=&#34;controls&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Use the mouse, the keyboard, the gamepad, or the touch screen to interact with the ImGui interface&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;CTRL + H&lt;/code&gt; on the keyboard will show or hide the ImGui interface&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;Escape&lt;/code&gt; on the keyboard will quit the application&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>Template Library</title>
      <link>https://ncine.github.io/features/template-library/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/features/template-library/</guid>
      <description>&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;Template Library&#34;&#xA;    src=&#34;/img/features/template_library.png&#34;&#xA;    &gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Custom containers: arrays, lists, hashmaps, hashsets, sparse sets&lt;/li&gt;&#xA;&lt;li&gt;Forward and reverse iterators for containers and strings&lt;/li&gt;&#xA;&lt;li&gt;Unique and shared pointer implementations&lt;/li&gt;&#xA;&lt;li&gt;STL-like algorithm and method naming for easy adoption&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>apptest_lua</title>
      <link>https://ncine.github.io/examples/apptest-lua/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/examples/apptest-lua/</guid>
      <description>&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;apptest_lua&#34;&#xA;    src=&#34;/img/apptests/apptest_lua.png&#34;&#xA;    &gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;&lt;style&gt;&#xA;  .button-group-inline {&#xA;    text-align: center;&#xA;    margin: 0.5em 0;  &#xA;  }&#xA;&#xA;  .button-group-inline a {&#xA;    display: inline-block;&#xA;    margin: 0.25em;  &#xA;    text-decoration: none;&#xA;  }&#xA;&lt;/style&gt;&#xA;&#xA;&lt;div class=&#34;button-group-inline&#34;&gt;&#xA;  &#xA;&lt;a&#xA;  class=&#34;!rounded-md bg-primary-600 px-4 py-2 !text-neutral !no-underline hover:!bg-primary-500 dark:bg-primary-800 dark:hover:!bg-primary-700&#34;&#xA;  href=&#34;/apptests/apptest_lua.html&#34;&#xA;  target=&#34;_blank&#34;&#xA;  &#xA;  role=&#34;button&#34;&gt;&#xA;  &#xA;&lt;span class=&#34;relative inline-block align-text-bottom icon&#34;&gt;&lt;svg xmlns=&#34;http://www.w3.org/2000/svg&#34; 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GitHub&#xA;&#xA;&lt;/a&gt;&#xA;&#xA;&#xA;&lt;/div&gt;&#xA;&#xA;&#xA;&lt;p&gt;By default, this test will load the example &lt;code&gt;script.lua&lt;/code&gt; but you can supply another script as the first parameter when launching it on the command line.&lt;/p&gt;&#xA;&lt;p&gt;When running on a platform with writable files, the loaded script can be edited, reloaded, and executed again with the changes.&lt;/p&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Controls&#xA;    &lt;div id=&#34;controls&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Press the left or the right mouse buttons to set the positions of the sprites&lt;/li&gt;&#xA;&lt;li&gt;Press &lt;code&gt;V&lt;/code&gt; to toggle the screen blur using viewports and custom shaders&lt;/li&gt;&#xA;&lt;li&gt;Press the &lt;code&gt;Back&lt;/code&gt; button on the gamepad to enable or disable the vibration, if available&lt;/li&gt;&#xA;&lt;li&gt;Pressing the left/right trigger when vibration is enabled, will vibrate the left/right motor&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;F&lt;/code&gt; on the keyboard will toggle full screen&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;F5&lt;/code&gt; or &lt;code&gt;5&lt;/code&gt; on the keyboard will reload the same script&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;CTRL + H&lt;/code&gt; on the keyboard will show or hide the ImGui interface&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;P&lt;/code&gt; on the keyboard or &lt;code&gt;Start&lt;/code&gt; on the gamepad will pause the application&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;Escape&lt;/code&gt; on the keyboard will quit the application&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>Tracy Instrumentation</title>
      <link>https://ncine.github.io/features/tracy/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/features/tracy/</guid>
      <description>&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;Tracy Instrumentation&#34;&#xA;    src=&#34;/img/features/tracy.png&#34;&#xA;    &gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;CPU and GPU zone profiling&lt;/li&gt;&#xA;&lt;li&gt;Plot custom values (vertices, render commands, etc.)&lt;/li&gt;&#xA;&lt;li&gt;Call stack collection support&lt;/li&gt;&#xA;&lt;li&gt;Memory profiling via overloaded &lt;code&gt;new&lt;/code&gt;/&lt;code&gt;delete&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Lua script zone markers&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>apptest_luareload</title>
      <link>https://ncine.github.io/examples/apptest-luareload/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/examples/apptest-luareload/</guid>
      <description>&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;apptest_luareload&#34;&#xA;    src=&#34;/img/apptests/apptest_luareload.png&#34;&#xA;    &gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;&lt;style&gt;&#xA;  .button-group-inline {&#xA;    text-align: center;&#xA;    margin: 0.5em 0;  &#xA;  }&#xA;&#xA;  .button-group-inline a {&#xA;    display: inline-block;&#xA;    margin: 0.25em;  &#xA;    text-decoration: none;&#xA;  }&#xA;&lt;/style&gt;&#xA;&#xA;&lt;div class=&#34;button-group-inline&#34;&gt;&#xA;  &#xA;&lt;a&#xA;  class=&#34;!rounded-md bg-primary-600 px-4 py-2 !text-neutral !no-underline hover:!bg-primary-500 dark:bg-primary-800 dark:hover:!bg-primary-700&#34;&#xA;  href=&#34;/apptests/apptest_luareload.html&#34;&#xA;  target=&#34;_blank&#34;&#xA;  &#xA;  role=&#34;button&#34;&gt;&#xA;  &#xA;&lt;span class=&#34;relative inline-block align-text-bottom icon&#34;&gt;&lt;svg xmlns=&#34;http://www.w3.org/2000/svg&#34; 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GitHub&#xA;&#xA;&lt;/a&gt;&#xA;&#xA;&#xA;&lt;/div&gt;&#xA;&#xA;&#xA;&lt;p&gt;This test shows you how to pass data between the C++ application and a Lua script with ad-hoc custom tables.&lt;/p&gt;&#xA;&lt;p&gt;It also shows how to hot-reload a script to update the parameters of your program without recompiling or restarting it.&lt;/p&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Controls&#xA;    &lt;div id=&#34;controls&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Pressing the left button and dragging the mouse around will move the particle system&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;F5&lt;/code&gt; or &lt;code&gt;5&lt;/code&gt; on the keyboard will reload the same script with a different parameter that will result in different particle colors&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;Escape&lt;/code&gt; on the keyboard will quit the application&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>Cross-Platform</title>
      <link>https://ncine.github.io/features/cross-platform/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/features/cross-platform/</guid>
      <description>&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;Cross-platform&#34;&#xA;    src=&#34;/img/features/android.png&#34;&#xA;    &gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Platforms: Linux, Windows, macOS, Android, and &lt;a href=&#34;https://emscripten.org/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Emscripten&lt;/a&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Tested on Raspberry Pi 4B, Android TV, Android Wear, Chrome, and Firefox&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;Compilers: GCC, Clang, Apple Clang, MSVC, MinGW-w64, and Emscripten&lt;/li&gt;&#xA;&lt;li&gt;Build options: static or dynamic library, CMake-based scripts&lt;/li&gt;&#xA;&lt;li&gt;Packages: Windows and macOS installers, Arch Linux and MSYS2 pacman packages&lt;/li&gt;&#xA;&lt;li&gt;Android &lt;a href=&#34;https://developer.android.com/reference/android/content/res/AssetManager&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;asset files&lt;/a&gt; support for streamlined mobile integration&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>apptest_meshdeform</title>
      <link>https://ncine.github.io/examples/apptest-meshdeform/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/examples/apptest-meshdeform/</guid>
      <description>&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;apptest_meshdeform&#34;&#xA;    src=&#34;/img/apptests/apptest_meshdeform.png&#34;&#xA;    &gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;&lt;style&gt;&#xA;  .button-group-inline {&#xA;    text-align: center;&#xA;    margin: 0.5em 0;  &#xA;  }&#xA;&#xA;  .button-group-inline a {&#xA;    display: inline-block;&#xA;    margin: 0.25em;  &#xA;    text-decoration: none;&#xA;  }&#xA;&lt;/style&gt;&#xA;&#xA;&lt;div class=&#34;button-group-inline&#34;&gt;&#xA;  &#xA;&lt;a&#xA;  class=&#34;!rounded-md bg-primary-600 px-4 py-2 !text-neutral !no-underline hover:!bg-primary-500 dark:bg-primary-800 dark:hover:!bg-primary-700&#34;&#xA;  href=&#34;/apptests/apptest_meshdeform.html&#34;&#xA;  target=&#34;_blank&#34;&#xA;  &#xA;  role=&#34;button&#34;&gt;&#xA;  &#xA;&lt;span class=&#34;relative inline-block align-text-bottom icon&#34;&gt;&lt;svg xmlns=&#34;http://www.w3.org/2000/svg&#34; 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GitHub&#xA;&#xA;&lt;/a&gt;&#xA;&#xA;&#xA;&lt;/div&gt;&#xA;&#xA;&#xA;&lt;p&gt;This test shows one big &lt;code&gt;MeshSprite&lt;/code&gt; object being deformed and animated.&lt;/p&gt;&#xA;&lt;p&gt;You can choose between three types of deformations and three different animations, or deform it freely with the mouse, the touch, or the gamepad.&lt;/p&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Controls&#xA;    &lt;div id=&#34;controls&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;A&lt;/code&gt; or the left arrow on the keyboard, clicking or tapping the left half of the screen, or pressing the left gamepad bumper will change the deformation&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;D&lt;/code&gt; or the right arrow on the keyboard, clicking or tapping the right half of the screen, or pressing the right gamepad bumper will change the animation&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;B&lt;/code&gt; on the keyboard or &lt;code&gt;A&lt;/code&gt; on the gamepad will toggle batching&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;C&lt;/code&gt; on the keyboard or &lt;code&gt;B&lt;/code&gt; on the gamepad will toggle culling&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;P&lt;/code&gt; on the keyboard or &lt;code&gt;Start&lt;/code&gt; on the gamepad will pause the application&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;Escape&lt;/code&gt; on the keyboard or &lt;code&gt;Guide&lt;/code&gt; on the gamepad will quit the application&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>Development Tools</title>
      <link>https://ncine.github.io/features/dev-tools/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/features/dev-tools/</guid>
      <description>&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;Development Tools&#34;&#xA;    src=&#34;/img/features/dev_tools.png&#34;&#xA;    &gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Unit testing with &lt;a href=&#34;https://github.com/google/googletest&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Google Test&lt;/a&gt; and coverage reports via &lt;a href=&#34;http://gcovr.com/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Gcovr&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;Microbenchmarking with &lt;a href=&#34;https://github.com/google/benchmark&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Google Benchmark&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;Automated documentation with &lt;a href=&#34;http://www.stack.nl/~dimitri/doxygen/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Doxygen&lt;/a&gt; and &lt;a href=&#34;https://lunarmodules.github.io/ldoc/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;LDoc&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;Static and runtime analysis with &lt;a href=&#34;http://cppcheck.sourceforge.net/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Cppcheck&lt;/a&gt; and &lt;a href=&#34;http://valgrind.org/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Valgrind&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;Consistent code style enforced with &lt;a href=&#34;https://clang.llvm.org/docs/ClangFormat.html&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;clang-format&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>apptest_meshsprites</title>
      <link>https://ncine.github.io/examples/apptest-meshsprites/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/examples/apptest-meshsprites/</guid>
      <description>&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;apptest_meshsprites&#34;&#xA;    src=&#34;/img/apptests/apptest_meshsprites.png&#34;&#xA;    &gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;&lt;style&gt;&#xA;  .button-group-inline {&#xA;    text-align: center;&#xA;    margin: 0.5em 0;  &#xA;  }&#xA;&#xA;  .button-group-inline a {&#xA;    display: inline-block;&#xA;    margin: 0.25em;  &#xA;    text-decoration: none;&#xA;  }&#xA;&lt;/style&gt;&#xA;&#xA;&lt;div class=&#34;button-group-inline&#34;&gt;&#xA;  &#xA;&lt;a&#xA;  class=&#34;!rounded-md bg-primary-600 px-4 py-2 !text-neutral !no-underline hover:!bg-primary-500 dark:bg-primary-800 dark:hover:!bg-primary-700&#34;&#xA;  href=&#34;/apptests/apptest_meshsprites.html&#34;&#xA;  target=&#34;_blank&#34;&#xA;  &#xA;  role=&#34;button&#34;&gt;&#xA;  &#xA;&lt;span class=&#34;relative inline-block align-text-bottom icon&#34;&gt;&lt;svg xmlns=&#34;http://www.w3.org/2000/svg&#34; 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GitHub&#xA;&#xA;&lt;/a&gt;&#xA;&#xA;&#xA;&lt;/div&gt;&#xA;&#xA;&#xA;&lt;p&gt;The test shows the same scene using regular &lt;code&gt;Sprite&lt;/code&gt; objects with blending, or with &lt;code&gt;MeshSprite&lt;/code&gt; objects composed of an inner opaque part and a transparent border.&lt;/p&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Controls&#xA;    &lt;div id=&#34;controls&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;B&lt;/code&gt; on the keyboard or &lt;code&gt;A&lt;/code&gt; on the gamepad will toggle batching&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;C&lt;/code&gt; on the keyboard or &lt;code&gt;B&lt;/code&gt; on the gamepad will toggle culling&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;T&lt;/code&gt; on the keyboard or &lt;code&gt;X&lt;/code&gt; on the gamepad will toggle between individual textures and a texture atlas (more chances for batching)&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;V&lt;/code&gt; on the keyboard or the right bumper on the gamepad will toggle between simulating a camera by moving sprites in the opposite direction or using a &lt;code&gt;Viewport&lt;/code&gt; and a &lt;code&gt;Camera&lt;/code&gt; objects&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;M&lt;/code&gt; on the keyboard or the left bumper on the gamepad will toggle between using &lt;code&gt;Sprite&lt;/code&gt; or &lt;code&gt;MeshSprite&lt;/code&gt; objects&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;P&lt;/code&gt; on the keyboard or &lt;code&gt;Start&lt;/code&gt; on the gamepad will pause the application&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;1&lt;/code&gt;, &lt;code&gt;2&lt;/code&gt;, &lt;code&gt;3&lt;/code&gt;, &lt;code&gt;4&lt;/code&gt;, or &lt;code&gt;8&lt;/code&gt; will progressively animate fewer sprites&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;R&lt;/code&gt; on the keyboard or &lt;code&gt;Y&lt;/code&gt; on the gamepad, or double-clicking or double-tapping will reset the camera zoom&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;F&lt;/code&gt; on the keyboard will toggle full screen&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;Escape&lt;/code&gt; on the keyboard or &lt;code&gt;Guide&lt;/code&gt; on the gamepad will quit the application&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>apptest_multitouch</title>
      <link>https://ncine.github.io/examples/apptest-multitouch/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/examples/apptest-multitouch/</guid>
      <description>&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;apptest_multitouch&#34;&#xA;    src=&#34;/img/apptests/apptest_multitouch.png&#34;&#xA;    &gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;&lt;style&gt;&#xA;  .button-group-inline {&#xA;    text-align: center;&#xA;    margin: 0.5em 0;  &#xA;  }&#xA;&#xA;  .button-group-inline a {&#xA;    display: inline-block;&#xA;    margin: 0.25em;  &#xA;    text-decoration: none;&#xA;  }&#xA;&lt;/style&gt;&#xA;&#xA;&lt;div class=&#34;button-group-inline&#34;&gt;&#xA;  &#xA;&lt;a&#xA;  class=&#34;!rounded-md bg-primary-600 px-4 py-2 !text-neutral !no-underline hover:!bg-primary-500 dark:bg-primary-800 dark:hover:!bg-primary-700&#34;&#xA;  href=&#34;https://github.com/nCine/nCine/blob/master/tests/apptest_multitouch.cpp&#34;&#xA;  target=&#34;_blank&#34;&#xA;  &#xA;  role=&#34;button&#34;&gt;&#xA;  &#xA;&lt;span class=&#34;relative inline-block align-text-bottom icon&#34;&gt;&lt;svg xmlns=&#34;http://www.w3.org/2000/svg&#34; viewBox=&#34;0 0 496 512&#34;&gt;&lt;path fill=&#34;currentColor&#34; d=&#34;M165.9 397.4c0 2-2.3 3.6-5.2 3.6-3.3.3-5.6-1.3-5.6-3.6 0-2 2.3-3.6 5.2-3.6 3-.3 5.6 1.3 5.6 3.6zm-31.1-4.5c-.7 2 1.3 4.3 4.3 4.9 2.6 1 5.6 0 6.2-2s-1.3-4.3-4.3-5.2c-2.6-.7-5.5.3-6.2 2.3zm44.2-1.7c-2.9.7-4.9 2.6-4.6 4.9.3 2 2.9 3.3 5.9 2.6 2.9-.7 4.9-2.6 4.6-4.6-.3-1.9-3-3.2-5.9-2.9zM244.8 8C106.1 8 0 113.3 0 252c0 110.9 69.8 205.8 169.5 239.2 12.8 2.3 17.3-5.6 17.3-12.1 0-6.2-.3-40.4-.3-61.4 0 0-70 15-84.7-29.8 0 0-11.4-29.1-27.8-36.6 0 0-22.9-15.7 1.6-15.4 0 0 24.9 2 38.6 25.8 21.9 38.6 58.6 27.5 72.9 20.9 2.3-16 8.8-27.1 16-33.7-55.9-6.2-112.3-14.3-112.3-110.5 0-27.5 7.6-41.3 23.6-58.9-2.6-6.5-11.1-33.3 2.6-67.9 20.9-6.5 69 27 69 27 20-5.6 41.5-8.5 62.8-8.5s42.8 2.9 62.8 8.5c0 0 48.1-33.6 69-27 13.7 34.7 5.2 61.4 2.6 67.9 16 17.7 25.8 31.5 25.8 58.9 0 96.5-58.9 104.2-114.8 110.5 9.2 7.9 17 22.9 17 46.4 0 33.7-.3 75.4-.3 83.6 0 6.5 4.6 14.4 17.3 12.1C428.2 457.8 496 362.9 496 252 496 113.3 383.5 8 244.8 8zM97.2 352.9c-1.3 1-1 3.3.7 5.2 1.6 1.6 3.9 2.3 5.2 1 1.3-1 1-3.3-.7-5.2-1.6-1.6-3.9-2.3-5.2-1zm-10.8-8.1c-.7 1.3.3 2.9 2.3 3.9 1.6 1 3.6.7 4.3-.7.7-1.3-.3-2.9-2.3-3.9-2-.6-3.6-.3-4.3.7zm32.4 35.6c-1.6 1.3-1 4.3 1.3 6.2 2.3 2.3 5.2 2.6 6.5 1 1.3-1.3.7-4.3-1.3-6.2-2.2-2.3-5.2-2.6-6.5-1zm-11.4-14.7c-1.6 1-1.6 3.6 0 5.9 1.6 2.3 4.3 3.3 5.6 2.3 1.6-1.3 1.6-3.9 0-6.2-1.4-2.3-4-3.3-5.6-2z&#34;/&gt;&lt;/svg&gt;&lt;/span&gt; GitHub&#xA;&#xA;&lt;/a&gt;&#xA;&#xA;&#xA;&lt;/div&gt;&#xA;&#xA;&#xA;&lt;p&gt;On Android or a laptop with a touch screen, this test will show you the position of your fingers on the screen.&lt;/p&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Controls&#xA;    &lt;div id=&#34;controls&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;p&gt;Use the touch screen to tap with multiple fingers. Pressing &lt;code&gt;Escape&lt;/code&gt; on the keyboard will quit the application.&lt;/p&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>apptest_particles</title>
      <link>https://ncine.github.io/examples/apptest-particles/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/examples/apptest-particles/</guid>
      <description>&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;apptest_particles&#34;&#xA;    src=&#34;/img/apptests/apptest_particles.png&#34;&#xA;    &gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;&lt;style&gt;&#xA;  .button-group-inline {&#xA;    text-align: center;&#xA;    margin: 0.5em 0;  &#xA;  }&#xA;&#xA;  .button-group-inline a {&#xA;    display: inline-block;&#xA;    margin: 0.25em;  &#xA;    text-decoration: none;&#xA;  }&#xA;&lt;/style&gt;&#xA;&#xA;&lt;div class=&#34;button-group-inline&#34;&gt;&#xA;  &#xA;&lt;a&#xA;  class=&#34;!rounded-md bg-primary-600 px-4 py-2 !text-neutral !no-underline hover:!bg-primary-500 dark:bg-primary-800 dark:hover:!bg-primary-700&#34;&#xA;  href=&#34;/apptests/apptest_particles.html&#34;&#xA;  target=&#34;_blank&#34;&#xA;  &#xA;  role=&#34;button&#34;&gt;&#xA;  &#xA;&lt;span class=&#34;relative inline-block align-text-bottom icon&#34;&gt;&lt;svg xmlns=&#34;http://www.w3.org/2000/svg&#34; 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GitHub&#xA;&#xA;&lt;/a&gt;&#xA;&#xA;&#xA;&lt;/div&gt;&#xA;&#xA;&#xA;&lt;p&gt;A test that shows a particle emitter with some preset affectors and emitting particles.&lt;/p&gt;&#xA;&lt;p&gt;If the nCine has been compiled with ImGui some options can be tweaked with an interface.&lt;/p&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Controls&#xA;    &lt;div id=&#34;controls&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;W&lt;/code&gt;/&lt;code&gt;A&lt;/code&gt;/&lt;code&gt;S&lt;/code&gt;/&lt;code&gt;D&lt;/code&gt;, dragging while pressing the left mouse button, touching with one finger, or moving the left gamepad stick will move the particle emitter&lt;/li&gt;&#xA;&lt;li&gt;Pressing the arrow keys, dragging while pressing the right mouse button, touching with two fingers, or moving the right gamepad stick will move the emission direction&lt;/li&gt;&#xA;&lt;li&gt;Use the mouse, the keyboard, the gamepad, or the touch screen to interact with the ImGui interface&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;CTRL + H&lt;/code&gt; on the keyboard or &lt;code&gt;Back&lt;/code&gt; on the gamepad will show or hide the ImGui interface&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;Escape&lt;/code&gt; on the keyboard will quit the application&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>apptest_rotozoom</title>
      <link>https://ncine.github.io/examples/apptest-rotozoom/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/examples/apptest-rotozoom/</guid>
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GitHub&#xA;&#xA;&lt;/a&gt;&#xA;&#xA;&#xA;&lt;/div&gt;&#xA;&#xA;&#xA;&lt;p&gt;A very simple test showing a bunch of sprites rotating, zooming, and moving around while maintaining a square formation.&lt;/p&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Controls&#xA;    &lt;div id=&#34;controls&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;B&lt;/code&gt; on the keyboard or &lt;code&gt;A&lt;/code&gt; on the gamepad will toggle batching&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;C&lt;/code&gt; on the keyboard or &lt;code&gt;B&lt;/code&gt; on the gamepad will toggle culling&lt;/li&gt;&#xA;&lt;li&gt;Pressing the left bumper on the gamepad, or the left mouse button, or tapping the screen with one finger will pause sprites rotation&lt;/li&gt;&#xA;&lt;li&gt;Pressing the right bumper on the gamepad, or the right mouse button, or tapping the screen with two fingers will pause the square sprites formation&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;F&lt;/code&gt; on the keyboard will toggle full screen&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;P&lt;/code&gt; on the keyboard or &lt;code&gt;Start&lt;/code&gt; on the gamepad will pause both the sprite rotation and the square formation&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;Escape&lt;/code&gt; on the keyboard or &lt;code&gt;Guide&lt;/code&gt; on the gamepad will quit the application&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>apptest_scaling</title>
      <link>https://ncine.github.io/examples/apptest-scaling/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/examples/apptest-scaling/</guid>
      <description>&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;apptest_scaling&#34;&#xA;    src=&#34;/img/apptests/apptest_scaling.png&#34;&#xA;    &gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;&lt;style&gt;&#xA;  .button-group-inline {&#xA;    text-align: center;&#xA;    margin: 0.5em 0;  &#xA;  }&#xA;&#xA;  .button-group-inline a {&#xA;    display: inline-block;&#xA;    margin: 0.25em;  &#xA;    text-decoration: none;&#xA;  }&#xA;&lt;/style&gt;&#xA;&#xA;&lt;div class=&#34;button-group-inline&#34;&gt;&#xA;  &#xA;&lt;a&#xA;  class=&#34;!rounded-md bg-primary-600 px-4 py-2 !text-neutral !no-underline hover:!bg-primary-500 dark:bg-primary-800 dark:hover:!bg-primary-700&#34;&#xA;  href=&#34;/apptests/apptest_scaling.html&#34;&#xA;  target=&#34;_blank&#34;&#xA;  &#xA;  role=&#34;button&#34;&gt;&#xA;  &#xA;&lt;span class=&#34;relative inline-block align-text-bottom icon&#34;&gt;&lt;svg xmlns=&#34;http://www.w3.org/2000/svg&#34; 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GitHub&#xA;&#xA;&lt;/a&gt;&#xA;&#xA;&#xA;&lt;/div&gt;&#xA;&#xA;&#xA;&lt;p&gt;A test showing nCine support for the window scale factor of a monitor.&lt;/p&gt;&#xA;&lt;p&gt;You can drag around the window on a monitor with a different scale factor to see it automatically resized.&lt;/p&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Controls&#xA;    &lt;div id=&#34;controls&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Use the mouse, the keyboard, the gamepad, or the touch screen to interact with the ImGui interface&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;1&lt;/code&gt;, &lt;code&gt;2&lt;/code&gt;, &lt;code&gt;3&lt;/code&gt;, or &lt;code&gt;4&lt;/code&gt; will center the window on the first, second, third or fourth monitor&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;5&lt;/code&gt;, &lt;code&gt;6&lt;/code&gt;, &lt;code&gt;7&lt;/code&gt;, or &lt;code&gt;8&lt;/code&gt; will go full screen on the first, second, third or fourth monitor&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;CTRL + H&lt;/code&gt; on the keyboard will show or hide the ImGui interfaces&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;F&lt;/code&gt; on the keyboard will toggle full screen&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;Escape&lt;/code&gt; on the keyboard will quit the application&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>apptest_shaders</title>
      <link>https://ncine.github.io/examples/apptest-shaders/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/examples/apptest-shaders/</guid>
      <description>&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;apptest_shaders&#34;&#xA;    src=&#34;/img/apptests/apptest_shaders.png&#34;&#xA;    &gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;&lt;style&gt;&#xA;  .button-group-inline {&#xA;    text-align: center;&#xA;    margin: 0.5em 0;  &#xA;  }&#xA;&#xA;  .button-group-inline a {&#xA;    display: inline-block;&#xA;    margin: 0.25em;  &#xA;    text-decoration: none;&#xA;  }&#xA;&lt;/style&gt;&#xA;&#xA;&lt;div class=&#34;button-group-inline&#34;&gt;&#xA;  &#xA;&lt;a&#xA;  class=&#34;!rounded-md bg-primary-600 px-4 py-2 !text-neutral !no-underline hover:!bg-primary-500 dark:bg-primary-800 dark:hover:!bg-primary-700&#34;&#xA;  href=&#34;/apptests/apptest_shaders.html&#34;&#xA;  target=&#34;_blank&#34;&#xA;  &#xA;  role=&#34;button&#34;&gt;&#xA;  &#xA;&lt;span class=&#34;relative inline-block align-text-bottom icon&#34;&gt;&lt;svg xmlns=&#34;http://www.w3.org/2000/svg&#34; 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GitHub&#xA;&#xA;&lt;/a&gt;&#xA;&#xA;&#xA;&lt;/div&gt;&#xA;&#xA;&#xA;&lt;p&gt;A test that shows the custom shaders API and how to do post-processing with viewports.&#xA;You will see regular sprites, mesh sprites, and some multi-textured normal mapped sprites, all using custom shaders and with batching!&lt;/p&gt;&#xA;&lt;p&gt;The ImGui interface will allow you to tweak the lighting parameters for normal mapped sprites and change the post-processing between bloom (using multiple render targets and downsampling) and a separable Gaussian blur.&lt;/p&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Video&#xA;    &lt;div id=&#34;video&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;div style=&#34;position: relative; padding-bottom: 56.25%; height: 0; overflow: hidden;&#34;&gt;&#xA;      &lt;iframe allow=&#34;accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share; fullscreen&#34; loading=&#34;lazy&#34; referrerpolicy=&#34;strict-origin-when-cross-origin&#34; src=&#34;https://www.youtube.com/embed/T1XRrK77u6M?autoplay=0&amp;amp;controls=1&amp;amp;end=0&amp;amp;loop=0&amp;amp;mute=0&amp;amp;start=0&#34; style=&#34;position: absolute; top: 0; left: 0; width: 100%; height: 100%; border:0;&#34; title=&#34;nCine Custom Shaders Test&#34;&gt;&lt;/iframe&gt;&#xA;    &lt;/div&gt;&#xA;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Controls&#xA;    &lt;div id=&#34;controls&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Use the mouse, the keyboard, the gamepad, or the touch screen to interact with the ImGui interface&lt;/li&gt;&#xA;&lt;li&gt;Dragging the mouse while pressing the left button, touching with one finger, or moving the left gamepad stick will move the light&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;B&lt;/code&gt; on the keyboard or &lt;code&gt;A&lt;/code&gt; on the gamepad will toggle batching&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;C&lt;/code&gt; on the keyboard or &lt;code&gt;B&lt;/code&gt; on the gamepad will toggle culling&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;T&lt;/code&gt; on the keyboard or &lt;code&gt;X&lt;/code&gt; on the gamepad will toggle between individual textures and a texture atlas (more chances for batching)&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;Y&lt;/code&gt; on the gamepad will reset the light position to the center of the screen&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;R&lt;/code&gt; on the keyboard will toggle between the original and the custom shader for regular and mesh sprites&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;V&lt;/code&gt; on the keyboard will toggle between different no post-processing and blur&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;L&lt;/code&gt; on the keyboard will toggle between different no post-processing and bloom&lt;/li&gt;&#xA;&lt;li&gt;Pressing the right bumper on the gamepad will cycle between no post-processing, blur, and bloom&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;1&lt;/code&gt;, &lt;code&gt;2&lt;/code&gt;, or &lt;code&gt;3&lt;/code&gt; will change the number of blur passes in post-processing&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;CTRL + H&lt;/code&gt; on the keyboard will show or hide the ImGui interface&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;F&lt;/code&gt; on the keyboard will toggle full screen&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;P&lt;/code&gt; on the keyboard or &lt;code&gt;Start&lt;/code&gt; on the gamepad will pause the application&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;Escape&lt;/code&gt; on the keyboard or &lt;code&gt;Guide&lt;/code&gt; on the gamepad will quit the application&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>apptest_simdbench</title>
      <link>https://ncine.github.io/examples/apptest-simdbench/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/examples/apptest-simdbench/</guid>
      <description>&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;apptest_simdbench&#34;&#xA;    src=&#34;/img/apptests/apptest_simdbench.png&#34;&#xA;    &gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;&lt;style&gt;&#xA;  .button-group-inline {&#xA;    text-align: center;&#xA;    margin: 0.5em 0;  &#xA;  }&#xA;&#xA;  .button-group-inline a {&#xA;    display: inline-block;&#xA;    margin: 0.25em;  &#xA;    text-decoration: none;&#xA;  }&#xA;&lt;/style&gt;&#xA;&#xA;&lt;div class=&#34;button-group-inline&#34;&gt;&#xA;  &#xA;&lt;a&#xA;  class=&#34;!rounded-md bg-primary-600 px-4 py-2 !text-neutral !no-underline hover:!bg-primary-500 dark:bg-primary-800 dark:hover:!bg-primary-700&#34;&#xA;  href=&#34;/apptests/apptest_simdbench.html&#34;&#xA;  target=&#34;_blank&#34;&#xA;  &#xA;  role=&#34;button&#34;&gt;&#xA;  &#xA;&lt;span class=&#34;relative inline-block align-text-bottom icon&#34;&gt;&lt;svg xmlns=&#34;http://www.w3.org/2000/svg&#34; 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GitHub&#xA;&#xA;&lt;/a&gt;&#xA;&#xA;&#xA;&lt;/div&gt;&#xA;&#xA;&#xA;&lt;p&gt;This test was made while researching Intel and ARM Neon SIMD intrinsics and their performance.&lt;/p&gt;&#xA;&lt;p&gt;The branch with intrinsics was not merged back as auto-vectorization seemed fast enough, while this benchmark was added to the rest of the tests.&lt;/p&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Controls&#xA;    &lt;div id=&#34;controls&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Use the mouse, the keyboard, the gamepad, or the touch screen to interact with the ImGui interface&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;Escape&lt;/code&gt; on the keyboard will quit the application&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>apptest_sinescroller</title>
      <link>https://ncine.github.io/examples/apptest-sinescroller/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/examples/apptest-sinescroller/</guid>
      <description>&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;apptest_sinescroller&#34;&#xA;    src=&#34;/img/apptests/apptest_sinescroller.png&#34;&#xA;    &gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;&lt;style&gt;&#xA;  .button-group-inline {&#xA;    text-align: center;&#xA;    margin: 0.5em 0;  &#xA;  }&#xA;&#xA;  .button-group-inline a {&#xA;    display: inline-block;&#xA;    margin: 0.25em;  &#xA;    text-decoration: none;&#xA;  }&#xA;&lt;/style&gt;&#xA;&#xA;&lt;div class=&#34;button-group-inline&#34;&gt;&#xA;  &#xA;&lt;a&#xA;  class=&#34;!rounded-md bg-primary-600 px-4 py-2 !text-neutral !no-underline hover:!bg-primary-500 dark:bg-primary-800 dark:hover:!bg-primary-700&#34;&#xA;  href=&#34;/apptests/apptest_sinescroller.html&#34;&#xA;  target=&#34;_blank&#34;&#xA;  &#xA;  role=&#34;button&#34;&gt;&#xA;  &#xA;&lt;span class=&#34;relative inline-block align-text-bottom icon&#34;&gt;&lt;svg xmlns=&#34;http://www.w3.org/2000/svg&#34; 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GitHub&#xA;&#xA;&lt;/a&gt;&#xA;&#xA;&#xA;&lt;/div&gt;&#xA;&#xA;&#xA;&lt;p&gt;A small homage to old-skool demoscene sine scrollers, with letters forming a message and bouncing in a sine wave.&lt;/p&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Controls&#xA;    &lt;div id=&#34;controls&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;B&lt;/code&gt; on the keyboard or &lt;code&gt;A&lt;/code&gt; on the gamepad will toggle batching&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;I&lt;/code&gt; on the keyboard or &lt;code&gt;X&lt;/code&gt; on the gamepad will toggle batching with indices&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;F&lt;/code&gt; on the keyboard will toggle full screen&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;P&lt;/code&gt; on the keyboard or &lt;code&gt;Start&lt;/code&gt; on the gamepad will pause the application&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;Escape&lt;/code&gt; on the keyboard will quit the application&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>apptest_texformats</title>
      <link>https://ncine.github.io/examples/apptest-texformats/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/examples/apptest-texformats/</guid>
      <description>&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;apptest_texformats&#34;&#xA;    src=&#34;/img/apptests/apptest_texformats.png&#34;&#xA;    &gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;&lt;style&gt;&#xA;  .button-group-inline {&#xA;    text-align: center;&#xA;    margin: 0.5em 0;  &#xA;  }&#xA;&#xA;  .button-group-inline a {&#xA;    display: inline-block;&#xA;    margin: 0.25em;  &#xA;    text-decoration: none;&#xA;  }&#xA;&lt;/style&gt;&#xA;&#xA;&lt;div class=&#34;button-group-inline&#34;&gt;&#xA;  &#xA;&lt;a&#xA;  class=&#34;!rounded-md bg-primary-600 px-4 py-2 !text-neutral !no-underline hover:!bg-primary-500 dark:bg-primary-800 dark:hover:!bg-primary-700&#34;&#xA;  href=&#34;/apptests/apptest_texformats.html&#34;&#xA;  target=&#34;_blank&#34;&#xA;  &#xA;  role=&#34;button&#34;&gt;&#xA;  &#xA;&lt;span class=&#34;relative inline-block align-text-bottom icon&#34;&gt;&lt;svg xmlns=&#34;http://www.w3.org/2000/svg&#34; 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GitHub&#xA;&#xA;&lt;/a&gt;&#xA;&#xA;&#xA;&lt;/div&gt;&#xA;&#xA;&#xA;&lt;p&gt;This is a test for different texture format loaders, especially for GPU compressed formats (like ASTC, DXT, or ETC), and for container formats (like PVR, KTX, or DDS).&lt;/p&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Controls&#xA;    &lt;div id=&#34;controls&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Pressing the left/right or &lt;code&gt;A&lt;/code&gt;/&lt;code&gt;D&lt;/code&gt; keys, clicking or touching the screen on the left or right side, moving the left gamepad stick left/right, pressing the D-pad left/right, or using the bumpers will change the texture&lt;/li&gt;&#xA;&lt;li&gt;Pressing the up/down or &lt;code&gt;W&lt;/code&gt;/&lt;code&gt;S&lt;/code&gt; keys, clicking or touching the screen on the upper or lower side, moving the left gamepad stick up/down will change the MIP level&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;Escape&lt;/code&gt; on the keyboard or &lt;code&gt;Guide&lt;/code&gt; on the gamepad will quit the application&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>apptest_viewports</title>
      <link>https://ncine.github.io/examples/apptest-viewports/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/examples/apptest-viewports/</guid>
      <description>&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;apptest_viewports&#34;&#xA;    src=&#34;/img/apptests/apptest_viewports.png&#34;&#xA;    &gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;&lt;style&gt;&#xA;  .button-group-inline {&#xA;    text-align: center;&#xA;    margin: 0.5em 0;  &#xA;  }&#xA;&#xA;  .button-group-inline a {&#xA;    display: inline-block;&#xA;    margin: 0.25em;  &#xA;    text-decoration: none;&#xA;  }&#xA;&lt;/style&gt;&#xA;&#xA;&lt;div class=&#34;button-group-inline&#34;&gt;&#xA;  &#xA;&lt;a&#xA;  class=&#34;!rounded-md bg-primary-600 px-4 py-2 !text-neutral !no-underline hover:!bg-primary-500 dark:bg-primary-800 dark:hover:!bg-primary-700&#34;&#xA;  href=&#34;/apptests/apptest_viewports.html&#34;&#xA;  target=&#34;_blank&#34;&#xA;  &#xA;  role=&#34;button&#34;&gt;&#xA;  &#xA;&lt;span class=&#34;relative inline-block align-text-bottom icon&#34;&gt;&lt;svg xmlns=&#34;http://www.w3.org/2000/svg&#34; viewBox=&#34;0 0 512 512&#34;&gt;&lt;path fill=&#34;currentColor&#34; d=&#34;M266.3 48.3L232.5 73.6c-5.4 4-8.5 10.4-8.5 17.1v9.1c0 6.8 5.5 12.3 12.3 12.3c2.4 0 4.8-.7 6.8-2.1l41.8-27.9c2-1.3 4.4-2.1 6.8-2.1h1c6.2 0 11.3 5.1 11.3 11.3c0 3-1.2 5.9-3.3 8l-19.9 19.9c-5.8 5.8-12.9 10.2-20.7 12.8l-26.5 8.8c-5.8 1.9-9.6 7.3-9.6 13.4c0 3.7-1.5 7.3-4.1 10l-17.9 17.9c-6.4 6.4-9.9 15-9.9 24v4.3c0 16.4 13.6 29.7 29.9 29.7c11 0 21.2-6.2 26.1-16l4-8.1c2.4-4.8 7.4-7.9 12.8-7.9c4.5 0 8.7 2.1 11.4 5.7l16.3 21.7c2.1 2.9 5.5 4.5 9.1 4.5c8.4 0 13.9-8.9 10.1-16.4l-1.1-2.3c-3.5-7 0-15.5 7.5-18l21.2-7.1c7.6-2.5 12.7-9.6 12.7-17.6c0-10.3 8.3-18.6 18.6-18.6H400c8.8 0 16 7.2 16 16s-7.2 16-16 16H379.3c-7.2 0-14.2 2.9-19.3 8l-4.7 4.7c-2.1 2.1-3.3 5-3.3 8c0 6.2 5.1 11.3 11.3 11.3h11.3c6 0 11.8 2.4 16 6.6l6.5 6.5c1.8 1.8 2.8 4.3 2.8 6.8s-1 5-2.8 6.8l-7.5 7.5C386 262 384 266.9 384 272s2 10 5.7 13.7L408 304c10.2 10.2 24.1 16 38.6 16H454c6.5-20.2 10-41.7 10-64c0-111.4-87.6-202.4-197.7-207.7zm172 307.9c-3.7-2.6-8.2-4.1-13-4.1c-6 0-11.8-2.4-16-6.6L396 332c-7.7-7.7-18-12-28.9-12c-9.7 0-19.2-3.5-26.6-9.8L314 287.4c-11.6-9.9-26.4-15.4-41.6-15.4H251.4c-12.6 0-25 3.7-35.5 10.7L188.5 301c-17.8 11.9-28.5 31.9-28.5 53.3v3.2c0 17 6.7 33.3 18.7 45.3l16 16c8.5 8.5 20 13.3 32 13.3H248c13.3 0 24 10.7 24 24c0 2.5 .4 5 1.1 7.3c71.3-5.8 132.5-47.6 165.2-107.2zM0 256a256 256 0 1 1 512 0A256 256 0 1 1 0 256zM187.3 100.7c-6.2-6.2-16.4-6.2-22.6 0l-32 32c-6.2 6.2-6.2 16.4 0 22.6s16.4 6.2 22.6 0l32-32c6.2-6.2 6.2-16.4 0-22.6z&#34;/&gt;&lt;/svg&gt;&lt;/span&gt; Run with Emscripten&#xA;&#xA;&lt;/a&gt;&#xA;&#xA;&#xA;&lt;a&#xA;  class=&#34;!rounded-md bg-primary-600 px-4 py-2 !text-neutral !no-underline hover:!bg-primary-500 dark:bg-primary-800 dark:hover:!bg-primary-700&#34;&#xA;  href=&#34;https://github.com/nCine/nCine/blob/master/tests/apptest_viewports.cpp&#34;&#xA;  target=&#34;_blank&#34;&#xA;  &#xA;  role=&#34;button&#34;&gt;&#xA;  &#xA;&lt;span class=&#34;relative inline-block align-text-bottom icon&#34;&gt;&lt;svg xmlns=&#34;http://www.w3.org/2000/svg&#34; viewBox=&#34;0 0 496 512&#34;&gt;&lt;path fill=&#34;currentColor&#34; d=&#34;M165.9 397.4c0 2-2.3 3.6-5.2 3.6-3.3.3-5.6-1.3-5.6-3.6 0-2 2.3-3.6 5.2-3.6 3-.3 5.6 1.3 5.6 3.6zm-31.1-4.5c-.7 2 1.3 4.3 4.3 4.9 2.6 1 5.6 0 6.2-2s-1.3-4.3-4.3-5.2c-2.6-.7-5.5.3-6.2 2.3zm44.2-1.7c-2.9.7-4.9 2.6-4.6 4.9.3 2 2.9 3.3 5.9 2.6 2.9-.7 4.9-2.6 4.6-4.6-.3-1.9-3-3.2-5.9-2.9zM244.8 8C106.1 8 0 113.3 0 252c0 110.9 69.8 205.8 169.5 239.2 12.8 2.3 17.3-5.6 17.3-12.1 0-6.2-.3-40.4-.3-61.4 0 0-70 15-84.7-29.8 0 0-11.4-29.1-27.8-36.6 0 0-22.9-15.7 1.6-15.4 0 0 24.9 2 38.6 25.8 21.9 38.6 58.6 27.5 72.9 20.9 2.3-16 8.8-27.1 16-33.7-55.9-6.2-112.3-14.3-112.3-110.5 0-27.5 7.6-41.3 23.6-58.9-2.6-6.5-11.1-33.3 2.6-67.9 20.9-6.5 69 27 69 27 20-5.6 41.5-8.5 62.8-8.5s42.8 2.9 62.8 8.5c0 0 48.1-33.6 69-27 13.7 34.7 5.2 61.4 2.6 67.9 16 17.7 25.8 31.5 25.8 58.9 0 96.5-58.9 104.2-114.8 110.5 9.2 7.9 17 22.9 17 46.4 0 33.7-.3 75.4-.3 83.6 0 6.5 4.6 14.4 17.3 12.1C428.2 457.8 496 362.9 496 252 496 113.3 383.5 8 244.8 8zM97.2 352.9c-1.3 1-1 3.3.7 5.2 1.6 1.6 3.9 2.3 5.2 1 1.3-1 1-3.3-.7-5.2-1.6-1.6-3.9-2.3-5.2-1zm-10.8-8.1c-.7 1.3.3 2.9 2.3 3.9 1.6 1 3.6.7 4.3-.7.7-1.3-.3-2.9-2.3-3.9-2-.6-3.6-.3-4.3.7zm32.4 35.6c-1.6 1.3-1 4.3 1.3 6.2 2.3 2.3 5.2 2.6 6.5 1 1.3-1.3.7-4.3-1.3-6.2-2.2-2.3-5.2-2.6-6.5-1zm-11.4-14.7c-1.6 1-1.6 3.6 0 5.9 1.6 2.3 4.3 3.3 5.6 2.3 1.6-1.3 1.6-3.9 0-6.2-1.4-2.3-4-3.3-5.6-2z&#34;/&gt;&lt;/svg&gt;&lt;/span&gt; GitHub&#xA;&#xA;&lt;/a&gt;&#xA;&#xA;&#xA;&lt;/div&gt;&#xA;&#xA;&#xA;&lt;p&gt;This is a test for the &lt;code&gt;Viewport&lt;/code&gt; and &lt;code&gt;Camera&lt;/code&gt; classes. It shows multiple viewports arranged in a vertical split screen and with picture-in-picture.&lt;/p&gt;&#xA;&lt;p&gt;You can tweak both the viewport and the camera parameters with an ImGui interface.&lt;/p&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Controls&#xA;    &lt;div id=&#34;controls&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Use the mouse, the keyboard, the gamepad, or the touch screen to interact with the ImGui interface&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;W&lt;/code&gt;/&lt;code&gt;A&lt;/code&gt;/&lt;code&gt;S&lt;/code&gt;/&lt;code&gt;D&lt;/code&gt;, dragging while pressing the left mouse button, touching with one finger, or moving the left gamepad stick will pan the camera&lt;/li&gt;&#xA;&lt;li&gt;Pressing the left/right arrow keys, dragging horizontally while pressing the right mouse button or touching with two fingers, or moving the right gamepad stick left/right will rotate the camera&lt;/li&gt;&#xA;&lt;li&gt;Pressing the up/down arrow keys, dragging vertically while pressing the right mouse button or touching with two fingers, or moving the right gamepad stick up/down will zoom the camera&lt;/li&gt;&#xA;&lt;li&gt;Scrolling the mouse wheel will also zoom the camera&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;R&lt;/code&gt; or double-clicking will reset the camera position, rotation, and scale&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;B&lt;/code&gt; on the keyboard will toggle batching&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;C&lt;/code&gt; on the keyboard will toggle culling&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;I&lt;/code&gt; on the keyboard will enable or disable the mouse input&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;CTRL + H&lt;/code&gt; on the keyboard will show or hide the ImGui interface&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;F&lt;/code&gt; on the keyboard will toggle full screen&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;P&lt;/code&gt; will pause the application&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;Escape&lt;/code&gt; on the keyboard will quit the application&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>glapptest_fbo_cube</title>
      <link>https://ncine.github.io/examples/glapptest-fbo-cube/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/examples/glapptest-fbo-cube/</guid>
      <description>&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;glapptest_fbo_cube&#34;&#xA;    src=&#34;/img/apptests/glapptest_fbo_cube.png&#34;&#xA;    &gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;&lt;style&gt;&#xA;  .button-group-inline {&#xA;    text-align: center;&#xA;    margin: 0.5em 0;  &#xA;  }&#xA;&#xA;  .button-group-inline a {&#xA;    display: inline-block;&#xA;    margin: 0.25em;  &#xA;    text-decoration: none;&#xA;  }&#xA;&lt;/style&gt;&#xA;&#xA;&lt;div class=&#34;button-group-inline&#34;&gt;&#xA;  &#xA;&lt;a&#xA;  class=&#34;!rounded-md bg-primary-600 px-4 py-2 !text-neutral !no-underline hover:!bg-primary-500 dark:bg-primary-800 dark:hover:!bg-primary-700&#34;&#xA;  href=&#34;/apptests/glapptest_fbo_cube.html&#34;&#xA;  target=&#34;_blank&#34;&#xA;  &#xA;  role=&#34;button&#34;&gt;&#xA;  &#xA;&lt;span class=&#34;relative inline-block align-text-bottom icon&#34;&gt;&lt;svg xmlns=&#34;http://www.w3.org/2000/svg&#34; viewBox=&#34;0 0 512 512&#34;&gt;&lt;path fill=&#34;currentColor&#34; d=&#34;M266.3 48.3L232.5 73.6c-5.4 4-8.5 10.4-8.5 17.1v9.1c0 6.8 5.5 12.3 12.3 12.3c2.4 0 4.8-.7 6.8-2.1l41.8-27.9c2-1.3 4.4-2.1 6.8-2.1h1c6.2 0 11.3 5.1 11.3 11.3c0 3-1.2 5.9-3.3 8l-19.9 19.9c-5.8 5.8-12.9 10.2-20.7 12.8l-26.5 8.8c-5.8 1.9-9.6 7.3-9.6 13.4c0 3.7-1.5 7.3-4.1 10l-17.9 17.9c-6.4 6.4-9.9 15-9.9 24v4.3c0 16.4 13.6 29.7 29.9 29.7c11 0 21.2-6.2 26.1-16l4-8.1c2.4-4.8 7.4-7.9 12.8-7.9c4.5 0 8.7 2.1 11.4 5.7l16.3 21.7c2.1 2.9 5.5 4.5 9.1 4.5c8.4 0 13.9-8.9 10.1-16.4l-1.1-2.3c-3.5-7 0-15.5 7.5-18l21.2-7.1c7.6-2.5 12.7-9.6 12.7-17.6c0-10.3 8.3-18.6 18.6-18.6H400c8.8 0 16 7.2 16 16s-7.2 16-16 16H379.3c-7.2 0-14.2 2.9-19.3 8l-4.7 4.7c-2.1 2.1-3.3 5-3.3 8c0 6.2 5.1 11.3 11.3 11.3h11.3c6 0 11.8 2.4 16 6.6l6.5 6.5c1.8 1.8 2.8 4.3 2.8 6.8s-1 5-2.8 6.8l-7.5 7.5C386 262 384 266.9 384 272s2 10 5.7 13.7L408 304c10.2 10.2 24.1 16 38.6 16H454c6.5-20.2 10-41.7 10-64c0-111.4-87.6-202.4-197.7-207.7zm172 307.9c-3.7-2.6-8.2-4.1-13-4.1c-6 0-11.8-2.4-16-6.6L396 332c-7.7-7.7-18-12-28.9-12c-9.7 0-19.2-3.5-26.6-9.8L314 287.4c-11.6-9.9-26.4-15.4-41.6-15.4H251.4c-12.6 0-25 3.7-35.5 10.7L188.5 301c-17.8 11.9-28.5 31.9-28.5 53.3v3.2c0 17 6.7 33.3 18.7 45.3l16 16c8.5 8.5 20 13.3 32 13.3H248c13.3 0 24 10.7 24 24c0 2.5 .4 5 1.1 7.3c71.3-5.8 132.5-47.6 165.2-107.2zM0 256a256 256 0 1 1 512 0A256 256 0 1 1 0 256zM187.3 100.7c-6.2-6.2-16.4-6.2-22.6 0l-32 32c-6.2 6.2-6.2 16.4 0 22.6s16.4 6.2 22.6 0l32-32c6.2-6.2 6.2-16.4 0-22.6z&#34;/&gt;&lt;/svg&gt;&lt;/span&gt; Run with Emscripten&#xA;&#xA;&lt;/a&gt;&#xA;&#xA;&#xA;&lt;a&#xA;  class=&#34;!rounded-md bg-primary-600 px-4 py-2 !text-neutral !no-underline hover:!bg-primary-500 dark:bg-primary-800 dark:hover:!bg-primary-700&#34;&#xA;  href=&#34;https://github.com/nCine/nCine/blob/master/src/tests/glapptest_fbo_cube.cpp&#34;&#xA;  target=&#34;_blank&#34;&#xA;  &#xA;  role=&#34;button&#34;&gt;&#xA;  &#xA;&lt;span class=&#34;relative inline-block align-text-bottom icon&#34;&gt;&lt;svg xmlns=&#34;http://www.w3.org/2000/svg&#34; viewBox=&#34;0 0 496 512&#34;&gt;&lt;path fill=&#34;currentColor&#34; d=&#34;M165.9 397.4c0 2-2.3 3.6-5.2 3.6-3.3.3-5.6-1.3-5.6-3.6 0-2 2.3-3.6 5.2-3.6 3-.3 5.6 1.3 5.6 3.6zm-31.1-4.5c-.7 2 1.3 4.3 4.3 4.9 2.6 1 5.6 0 6.2-2s-1.3-4.3-4.3-5.2c-2.6-.7-5.5.3-6.2 2.3zm44.2-1.7c-2.9.7-4.9 2.6-4.6 4.9.3 2 2.9 3.3 5.9 2.6 2.9-.7 4.9-2.6 4.6-4.6-.3-1.9-3-3.2-5.9-2.9zM244.8 8C106.1 8 0 113.3 0 252c0 110.9 69.8 205.8 169.5 239.2 12.8 2.3 17.3-5.6 17.3-12.1 0-6.2-.3-40.4-.3-61.4 0 0-70 15-84.7-29.8 0 0-11.4-29.1-27.8-36.6 0 0-22.9-15.7 1.6-15.4 0 0 24.9 2 38.6 25.8 21.9 38.6 58.6 27.5 72.9 20.9 2.3-16 8.8-27.1 16-33.7-55.9-6.2-112.3-14.3-112.3-110.5 0-27.5 7.6-41.3 23.6-58.9-2.6-6.5-11.1-33.3 2.6-67.9 20.9-6.5 69 27 69 27 20-5.6 41.5-8.5 62.8-8.5s42.8 2.9 62.8 8.5c0 0 48.1-33.6 69-27 13.7 34.7 5.2 61.4 2.6 67.9 16 17.7 25.8 31.5 25.8 58.9 0 96.5-58.9 104.2-114.8 110.5 9.2 7.9 17 22.9 17 46.4 0 33.7-.3 75.4-.3 83.6 0 6.5 4.6 14.4 17.3 12.1C428.2 457.8 496 362.9 496 252 496 113.3 383.5 8 244.8 8zM97.2 352.9c-1.3 1-1 3.3.7 5.2 1.6 1.6 3.9 2.3 5.2 1 1.3-1 1-3.3-.7-5.2-1.6-1.6-3.9-2.3-5.2-1zm-10.8-8.1c-.7 1.3.3 2.9 2.3 3.9 1.6 1 3.6.7 4.3-.7.7-1.3-.3-2.9-2.3-3.9-2-.6-3.6-.3-4.3.7zm32.4 35.6c-1.6 1.3-1 4.3 1.3 6.2 2.3 2.3 5.2 2.6 6.5 1 1.3-1.3.7-4.3-1.3-6.2-2.2-2.3-5.2-2.6-6.5-1zm-11.4-14.7c-1.6 1-1.6 3.6 0 5.9 1.6 2.3 4.3 3.3 5.6 2.3 1.6-1.3 1.6-3.9 0-6.2-1.4-2.3-4-3.3-5.6-2z&#34;/&gt;&lt;/svg&gt;&lt;/span&gt; GitHub&#xA;&#xA;&lt;/a&gt;&#xA;&#xA;&#xA;&lt;/div&gt;&#xA;&#xA;&#xA;&lt;p&gt;This test is only available when the nCine is built as a static library and it uses the OpenGL API layer directly, bypassing the scenegraph and the sprite systems.&lt;/p&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Controls&#xA;    &lt;div id=&#34;controls&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Pressing the left bumper on the gamepad, or the left mouse button, or tapping the screen with one finger will pause the triangle animation&lt;/li&gt;&#xA;&lt;li&gt;Pressing the right bumper on the gamepad, or the right mouse button, or tapping the screen with two fingers will pause the cube animation&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;F&lt;/code&gt; on the keyboard will toggle full screen&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;P&lt;/code&gt; on the keyboard or &lt;code&gt;Start&lt;/code&gt; on the gamepad will pause both the triangle and the cube animations&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;Escape&lt;/code&gt; on the keyboard or &lt;code&gt;Guide&lt;/code&gt; on the gamepad will quit the application&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>Long-Term Roadmap</title>
      <link>https://ncine.github.io/features/roadmap/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/features/roadmap/</guid>
      <description>&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;Roadmap&#34;&#xA;    src=&#34;/img/features/roadmap.png&#34;&#xA;    &gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Data-oriented ECS for parallel entity updates&lt;/li&gt;&#xA;&lt;li&gt;System-agnostic rendering API with Vulkan backend&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Additional backends: Metal, DirectX 12, WebGPU&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;iOS platform support&lt;/li&gt;&#xA;&lt;li&gt;Cross-platform editor built with Dear ImGui&lt;/li&gt;&#xA;&lt;li&gt;2D skeletal animation system&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>2026</title>
      <link>https://ncine.github.io/changelog/year_2026/</link>
      <pubDate>Thu, 01 Jan 2026 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/changelog/year_2026/</guid>
      <description>&#xA;&lt;h2 class=&#34;relative group&#34;&gt;March 2026&#xA;    &lt;div id=&#34;march-2026&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Improvements&#xA;    &lt;div id=&#34;improvements&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Refactor all iterators to respect STL-style invariants&lt;/li&gt;&#xA;&lt;li&gt;Add support for &lt;code&gt;std::initializer_list&lt;/code&gt; to nCTL containers&lt;/li&gt;&#xA;&lt;li&gt;Add a new &lt;code&gt;Pair&lt;/code&gt; and &lt;code&gt;Span&lt;/code&gt; classes that works similarly to their STL counterparts&lt;/li&gt;&#xA;&lt;li&gt;Fix self-assignment with &lt;code&gt;StaticHashMap&lt;/code&gt; and &lt;code&gt;StaticHashSet&lt;/code&gt; classes&lt;/li&gt;&#xA;&lt;li&gt;It&amp;rsquo;s now possible to access some nCine and project version strings as numbers in the &lt;code&gt;VersionNumbers&lt;/code&gt; struct&lt;/li&gt;&#xA;&lt;li&gt;The fast-hash algorithm has been improved and it&amp;rsquo;s now used by default for all hashmap and hashset classes&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;February 2026&#xA;    &lt;div id=&#34;february-2026&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Breaking Changes&#xA;    &lt;div id=&#34;breaking-changes&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Renamed &lt;code&gt;ITextureLoader&lt;/code&gt; and &lt;code&gt;ITextureSaver&lt;/code&gt; to &lt;code&gt;IImageLoader&lt;/code&gt; and &lt;code&gt;IImageSaver&lt;/code&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Png and WebP sub-classes have also been Renamed&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Improvements&#xA;    &lt;div id=&#34;improvements-1&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The version of the integrated ImGui has been updated to &lt;a href=&#34;https://github.com/ocornut/imgui/releases/tag/v1.92.6&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v1.92.6&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;Added a Lua utility class to manipulate non-float color objects (&lt;code&gt;nc::Color&lt;/code&gt; class)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;January 2026&#xA;    &lt;div id=&#34;january-2026&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Improvements&#xA;    &lt;div id=&#34;improvements-2&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Dependency libraries are now copied in all nCine and project artifacts for MinGW&lt;/li&gt;&#xA;&lt;li&gt;Add a new &lt;code&gt;Optional&lt;/code&gt; class to nCTL that works similarly to &lt;code&gt;std::optional&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>Signed Commits</title>
      <link>https://ncine.github.io/news/2025-11-05-signed-commits/</link>
      <pubDate>Wed, 05 Nov 2025 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/news/2025-11-05-signed-commits/</guid>
      <description>&lt;p&gt;Starting today, all nCine-related repositories will feature &lt;a href=&#34;https://docs.github.com/en/authentication/managing-commit-signature-verification&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;verified commits&lt;/a&gt; on GitHub.&lt;/p&gt;&#xA;&lt;p&gt;This allows anyone to confirm that changes to the codebase are authentic and originate from the &lt;a href=&#34;https://encelo.github.io/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;project maintainer&lt;/a&gt;.&#xA;The signing key is published on the site and can be found at the following page: &lt;a href=&#34;/gpg/&#34; &gt;GnuPG Public Key&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;The associated private subkeys are stored on a hardware security token (a YubiKey 5C NFC), which ensures that the signing keys cannot be copied or extracted from the device.&lt;/p&gt;&#xA;&lt;p&gt;This is part of an ongoing effort to strengthen the project&amp;rsquo;s supply chain integrity and provide long-term trust in the history of the repositories.&lt;/p&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>A New Site</title>
      <link>https://ncine.github.io/news/2025-09-28-new-site/</link>
      <pubDate>Sun, 28 Sep 2025 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/news/2025-09-28-new-site/</guid>
      <description>&lt;p&gt;After many years with &lt;a href=&#34;https://jekyllrb.com/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Jekyll&lt;/a&gt; and the &lt;a href=&#34;https://beautifuljekyll.com/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Beautiful Jekyll&lt;/a&gt; theme by &lt;a href=&#34;https://attalitech.com/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Dean Attali&lt;/a&gt;, the nCine official site gets a revamp thanks to &lt;a href=&#34;https://gohugo.io/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Hugo&lt;/a&gt; and powered by the &lt;a href=&#34;https://blowfish.page/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Blowfish&lt;/a&gt; theme by &lt;a href=&#34;https://n9o.xyz/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Nuno Coração&lt;/a&gt;. &amp;#x1f680;&lt;/p&gt;&#xA;&lt;p&gt;The move brings faster builds, more flexibility, and a cleaner design. You&amp;rsquo;ll also find improved navigation, better support for images and charts, and dark mode out of the box.&lt;/p&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>Wet Paper</title>
      <link>https://ncine.github.io/gallery/wet-paper/</link>
      <pubDate>Mon, 30 Jun 2025 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/gallery/wet-paper/</guid>
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All Platforms&#xA;&#xA;&lt;/a&gt;&#xA;&#xA;&#xA;&lt;/div&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Wet Paper&lt;/strong&gt; is an improved version of the Global Game Jam 2025 game made with the nCine.&#xA;You can read more about it on its &lt;a href=&#34;https://encelo.itch.io/wet-paper&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;website&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Videos&#xA;    &lt;div id=&#34;videos&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;div style=&#34;position: relative; padding-bottom: 56.25%; height: 0; overflow: hidden;&#34;&gt;&#xA;      &lt;iframe allow=&#34;accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share; fullscreen&#34; loading=&#34;lazy&#34; referrerpolicy=&#34;strict-origin-when-cross-origin&#34; src=&#34;https://www.youtube.com/embed/jvhKzdlgR4Q?autoplay=0&amp;amp;controls=1&amp;amp;end=0&amp;amp;loop=0&amp;amp;mute=0&amp;amp;start=0&#34; style=&#34;position: absolute; top: 0; left: 0; width: 100%; height: 100%; border:0;&#34; title=&#34;Wet Paper – Gameplay Demo (GGJ 2025 / nCine Game)&#34;&gt;&lt;/iframe&gt;&#xA;    &lt;/div&gt;&#xA;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Controls&#xA;    &lt;div id=&#34;controls&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Menu Navigation&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;em&gt;​Skip Splashscreen&lt;/em&gt;: &lt;code&gt;Escape&lt;/code&gt; key or &lt;code&gt;Start&lt;/code&gt; button on a gamepad&lt;/li&gt;&#xA;&lt;li&gt;&lt;em&gt;Move in Menu&lt;/em&gt;: Arrow keys, D-Pad, or left stick on first gamepad&lt;/li&gt;&#xA;&lt;li&gt;&lt;em&gt;Select Menu Entry&lt;/em&gt;: &lt;code&gt;Enter&lt;/code&gt; key or &lt;code&gt;A&lt;/code&gt; button on first gamepad&lt;/li&gt;&#xA;&lt;li&gt;&lt;em&gt;Go Back&lt;/em&gt;: &lt;code&gt;Escape&lt;/code&gt; key, &lt;code&gt;B&lt;/code&gt; button, or &lt;code&gt;Back&lt;/code&gt; button on first gamepad&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;Other&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;em&gt;Pause/Unpause&lt;/em&gt;: &lt;code&gt;Escape&lt;/code&gt; key or &lt;code&gt;Start&lt;/code&gt; button on any gamepad during game&#xA;(This action cannot be remapped)​&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;Player 1 (Keyboard or Gamepad 0)&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;em&gt;Move Left&lt;/em&gt;: &lt;code&gt;A&lt;/code&gt; key or left stick left&lt;/li&gt;&#xA;&lt;li&gt;​_Move Right_: &lt;code&gt;D&lt;/code&gt; key or left stick right&lt;/li&gt;&#xA;&lt;li&gt;​_Jump_: &lt;code&gt;W&lt;/code&gt; key or &lt;code&gt;A&lt;/code&gt; button&#xA;​  - &lt;em&gt;Dash&lt;/em&gt;: &lt;code&gt;S&lt;/code&gt; key or &lt;code&gt;B&lt;/code&gt; button&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;Player 2 (Keyboard or Gamepad 1)&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;em&gt;​Move Left&lt;/em&gt;: Left arrow key or left stick left&#xA;​  - &lt;em&gt;Move Right&lt;/em&gt;: Right arrow key or left stick right&lt;/li&gt;&#xA;&lt;li&gt;&lt;em&gt;Jump&lt;/em&gt;: Up arrow key or &lt;code&gt;A&lt;/code&gt; button&lt;/li&gt;&#xA;&lt;li&gt;&lt;em&gt;Dash&lt;/em&gt;: Down arrow key or &lt;code&gt;B&lt;/code&gt; button​​​&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;blockquote&gt;&lt;p&gt;You can remap all player actions from the Controls menu in-game.&lt;/p&gt;&#xA;&lt;/blockquote&gt;</description>
      
    </item>
    
    <item>
      <title>Wet Paper</title>
      <link>https://ncine.github.io/news/2025-06-30-wet-paper/</link>
      <pubDate>Mon, 30 Jun 2025 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/news/2025-06-30-wet-paper/</guid>
      <description>&lt;p&gt;The complete &lt;a href=&#34;https://github.com/encelo/WetPaper&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;source code&lt;/a&gt; and &lt;a href=&#34;https://github.com/encelo/WetPaper-data&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;game data&lt;/a&gt; for &lt;a href=&#34;https://encelo.itch.io/wet-paper&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Wet Paper&lt;/a&gt; are now available on GitHub!&lt;/p&gt;&#xA;&lt;p&gt;You can also play it &lt;a href=&#34;/wet_paper&#34; &gt;online&lt;/a&gt; and watch a video on the &lt;a href=&#34;/videos&#34; &gt;Videos&lt;/a&gt; page.&lt;/p&gt;&#xA;&lt;hr&gt;&#xA;&lt;p&gt;The game has seen many improvements since its original Global Game Jam 2025 submission:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The codebase has been substantially cleaned up, making it a great starting point for learning the nCine API.&lt;/li&gt;&#xA;&lt;li&gt;The ImGui debug interface has been rewritten to be more consistent and useful.&lt;/li&gt;&#xA;&lt;li&gt;A (skippable) splash screen now welcomes you with the nCine logo. 😉&lt;/li&gt;&#xA;&lt;li&gt;You can play with a friend, just like in the original version, or go solo.&lt;/li&gt;&#xA;&lt;li&gt;A proper menu system has been added, fully navigable via keyboard or gamepad.&lt;/li&gt;&#xA;&lt;li&gt;Controls are fully rebindable — assign any key or gamepad button to your preferred actions.&lt;/li&gt;&#xA;&lt;li&gt;Game settings are saved on exit and reloaded on startup.&lt;/li&gt;&#xA;&lt;li&gt;Match statistics are now saved while you play.&lt;/li&gt;&#xA;&lt;li&gt;Bubbles feature a custom refraction shader, and the game view blurs when paused.&lt;/li&gt;&#xA;&lt;li&gt;Music now plays both in the menus and during gameplay.&lt;/li&gt;&#xA;&lt;li&gt;Gamepads will vibrate when you pop a bubble!&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;Wet Paper&#34;&#xA;    src=&#34;/img/gallery/WetPaper.png&#34;&#xA;    &gt;&lt;figcaption&gt;Wet Paper&lt;/figcaption&gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>Presented at /dev/games</title>
      <link>https://ncine.github.io/news/2025-06-05-dev-games-2025/</link>
      <pubDate>Thu, 05 Jun 2025 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/news/2025-06-05-dev-games-2025/</guid>
      <description>&lt;p&gt;On June 5th I attended &lt;a href=&#34;https://devgames.org&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;/dev/games&lt;/a&gt;, a two-day game development conference held in Rome.&lt;/p&gt;&#xA;&lt;p&gt;I gave a talk about my 14-year journey developing nCine, sharing both challenges and achievements, and diving into a selection of technical details.&lt;/p&gt;&#xA;&lt;p&gt;You can check out the interactive &lt;a href=&#34;https://encelo.github.io/nCine_14Years_Presentation/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;slides&lt;/a&gt; made with Sli.dev, or download the &lt;a href=&#34;https://encelo.github.io/nCine_14Years_Presentation/nCine_14Years.pdf&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;PDF version&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;A video recording will be available in the coming months on the conference&amp;rsquo;s official &lt;a href=&#34;https://www.youtube.com/@devgamesconf&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;YouTube channel&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;Presenting at /dev/games 2025&#34;&#xA;    src=&#34;/img/posts/DevGames2025.jpg&#34;&#xA;    &gt;&lt;figcaption&gt;Presenting at /dev/games 2025&lt;/figcaption&gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>Video from /dev/games</title>
      <link>https://ncine.github.io/news/2025-11-19-dev-games-2025-video/</link>
      <pubDate>Thu, 05 Jun 2025 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/news/2025-11-19-dev-games-2025-video/</guid>
      <description>&lt;p&gt;On June 5th I attended &lt;a href=&#34;https://devgames.org&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;/dev/games&lt;/a&gt;, a two-day game development conference held in Rome.&lt;/p&gt;&#xA;&lt;p&gt;Now, after five months, the recording of the talk about my 14-year journey developing nCine, has been published on YouTube on the official conference &lt;a href=&#34;https://www.youtube.com/@devgamesconf&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;channel&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;You can check out online the &lt;a href=&#34;https://encelo.github.io/nCine_14Years_Presentation/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;slides&lt;/a&gt; or download a &lt;a href=&#34;https://encelo.github.io/nCine_14Years_Presentation/nCine_14Years.pdf&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;PDF version&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;div style=&#34;position: relative; padding-bottom: 56.25%; height: 0; overflow: hidden;&#34;&gt;&#xA;      &lt;iframe allow=&#34;accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share; fullscreen&#34; loading=&#34;lazy&#34; referrerpolicy=&#34;strict-origin-when-cross-origin&#34; src=&#34;https://www.youtube.com/embed/v70Ahl21TqI?autoplay=0&amp;amp;controls=1&amp;amp;end=0&amp;amp;loop=0&amp;amp;mute=0&amp;amp;start=0&#34; style=&#34;position: absolute; top: 0; left: 0; width: 100%; height: 100%; border:0;&#34; title=&#34;Lessons from 14 years of developing nCine, an Open-Source 2D Game Framework&#34;&gt;&lt;/iframe&gt;&#xA;    &lt;/div&gt;&#xA;&#xA;</description>
      
    </item>
    
    <item>
      <title>Getting Started with CLion</title>
      <link>https://ncine.github.io/news/2025-05-11-getting-started-clion/</link>
      <pubDate>Sun, 11 May 2025 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/news/2025-05-11-getting-started-clion/</guid>
      <description>&lt;p&gt;It has been only a bunch of days since JetBrains &lt;a href=&#34;https://blog.jetbrains.com/clion/2025/05/clion-is-now-free-for-non-commercial-use/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;announced&lt;/a&gt; that its C++ IDE is now free for non-commercial use.&lt;/p&gt;&#xA;&lt;p&gt;To celebrate for this happy news, the wiki has now an &lt;a href=&#34;https://github.com/nCine/nCine/wiki/Getting-Started-with-C&amp;#43;&amp;#43;-CLion&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;article&lt;/a&gt; showing how to setup the IDE to work with the nCine and its projects!&lt;/p&gt;&#xA;&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;CLion hits a breakpoint in ncPong&#34;&#xA;    src=&#34;https://raw.githubusercontent.com/wiki/nCine/nCine/img/CLion/Breakpoint_Hit.png&#34;&#xA;    &gt;&lt;figcaption&gt;CLion hits a breakpoint in ncPong&lt;/figcaption&gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>nCine at the GGJ 2025</title>
      <link>https://ncine.github.io/news/2025-01-27-ncine-global-game-jam-2025/</link>
      <pubDate>Mon, 27 Jan 2025 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/news/2025-01-27-ncine-global-game-jam-2025/</guid>
      <description>&lt;p&gt;This past weekend me and &lt;a href=&#34;https://bsky.app/profile/cominu.bsky.social&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Cominu&lt;/a&gt; have participated to the Global Game Jam 2025 in &lt;a href=&#34;https://globalgamejam.granadajam.com/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Granada&lt;/a&gt;.&#xA;I was there as both a jammer and an official sponsor with the nCine! &amp;#x1f4aa;&lt;/p&gt;&#xA;&lt;p&gt;With the help of two graphic artists we put together a nice little game made with the nCine, called &lt;a href=&#34;https://globalgamejam.org/games/2025/papel-mojado-9&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Papel Mojado&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;In the live video from the jam location you can see both a short &lt;a href=&#34;https://youtu.be/IIUFbT1sah4?t=467&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;presentation&lt;/a&gt; of our game and me giving away an nCine mug as a &lt;a href=&#34;https://youtu.be/IIUFbT1sah4?t=5043&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;sponsor price&lt;/a&gt; :D&lt;/p&gt;&#xA;&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;Papel Mojado&#34;&#xA;    src=&#34;/img/posts/PapelMojado.png&#34;&#xA;    &gt;&lt;figcaption&gt;Papel Mojado&lt;/figcaption&gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>Papel Mojado</title>
      <link>https://ncine.github.io/gallery/papel-mojado/</link>
      <pubDate>Sun, 26 Jan 2025 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/gallery/papel-mojado/</guid>
      <description>&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;Papel Mojado&#34;&#xA;    src=&#34;/img/posts/PapelMojado.png&#34;&#xA;    &gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;&lt;style&gt;&#xA;  .button-group-inline {&#xA;    text-align: center;&#xA;    margin: 0.5em 0;  &#xA;  }&#xA;&#xA;  .button-group-inline a {&#xA;    display: inline-block;&#xA;    margin: 0.25em;  &#xA;    text-decoration: none;&#xA;  }&#xA;&lt;/style&gt;&#xA;&#xA;&lt;div class=&#34;button-group-inline&#34;&gt;&#xA;  &#xA;&lt;a&#xA;  class=&#34;!rounded-md bg-primary-600 px-4 py-2 !text-neutral !no-underline hover:!bg-primary-500 dark:bg-primary-800 dark:hover:!bg-primary-700&#34;&#xA;  href=&#34;https://globalgamejam.org/games/2025/papel-mojado-9&#34;&#xA;  target=&#34;_blank&#34;&#xA;  &#xA;  role=&#34;button&#34;&gt;&#xA;  &#xA;&lt;span class=&#34;relative inline-block align-text-bottom icon&#34;&gt;&lt;svg xmlns=&#34;http://www.w3.org/2000/svg&#34; viewBox=&#34;0 0 512 512&#34;&gt;&lt;path fill=&#34;currentColor&#34; d=&#34;M288 32c0-17.7-14.3-32-32-32s-32 14.3-32 32V274.7l-73.4-73.4c-12.5-12.5-32.8-12.5-45.3 0s-12.5 32.8 0 45.3l128 128c12.5 12.5 32.8 12.5 45.3 0l128-128c12.5-12.5 12.5-32.8 0-45.3s-32.8-12.5-45.3 0L288 274.7V32zM64 352c-35.3 0-64 28.7-64 64v32c0 35.3 28.7 64 64 64H448c35.3 0 64-28.7 64-64V416c0-35.3-28.7-64-64-64H346.5l-45.3 45.3c-25 25-65.5 25-90.5 0L165.5 352H64zM432 456c-13.3 0-24-10.7-24-24s10.7-24 24-24s24 10.7 24 24s-10.7 24-24 24z&#34;/&gt;&lt;/svg&gt;&lt;/span&gt; GGJ Entry&#xA;&#xA;&lt;/a&gt;&#xA;&#xA;&#xA;&lt;/div&gt;&#xA;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Papel Mojado&lt;/strong&gt; is the original Global Game Jam 2025 entry made by Encelo and &lt;a href=&#34;https://bsky.app/profile/cominu.bsky.social&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Cominu&lt;/a&gt;.&#xA;The revamped version is called &lt;a href=&#34;/gallery/wet-paper&#34; &gt;Wet Paper&lt;/a&gt;.&lt;/p&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>2025</title>
      <link>https://ncine.github.io/changelog/year_2025/</link>
      <pubDate>Wed, 01 Jan 2025 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/changelog/year_2025/</guid>
      <description>&#xA;&lt;h2 class=&#34;relative group&#34;&gt;December 2025&#xA;    &lt;div id=&#34;december-2025&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Breaking Changes&#xA;    &lt;div id=&#34;breaking-changes&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Removed &lt;code&gt;FIXED_CAPACITY&lt;/code&gt; mode from the &lt;code&gt;String&lt;/code&gt; class&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Improvements&#xA;    &lt;div id=&#34;improvements&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Added a new &lt;code&gt;StringView&lt;/code&gt; class to operate over C-style character arrays&lt;/li&gt;&#xA;&lt;li&gt;The small size optimization for strings now works for strings of 24 characters long&lt;/li&gt;&#xA;&lt;li&gt;It&amp;rsquo;s now possible to set the resizable flag of a window after it has been created&lt;/li&gt;&#xA;&lt;li&gt;Dependency libraries are now copied in all nCine and project artifacts for Linux&lt;/li&gt;&#xA;&lt;li&gt;The version of the integrated Tracy has been updated to &lt;a href=&#34;https://github.com/wolfpld/tracy/releases/tag/v0.13.1&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v0.13.1&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;New Features&#xA;    &lt;div id=&#34;new-features&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Added an option to compile a smaller version of the nCine library by removing support for the scenegraph&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;November 2025&#xA;    &lt;div id=&#34;november-2025&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;New Features&#xA;    &lt;div id=&#34;new-features-1&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The &lt;code&gt;job_system&lt;/code&gt; branch has been finally merged into &lt;code&gt;master&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Improvements&#xA;    &lt;div id=&#34;improvements-1&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The version of the integrated ImGui has been updated to &lt;a href=&#34;https://github.com/ocornut/imgui/releases/tag/v1.92.5&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v1.92.5&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;The version of the integrated Tracy has been updated to &lt;a href=&#34;https://github.com/wolfpld/tracy/releases/tag/v0.13.0&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v0.13.0&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;October 2025&#xA;    &lt;div id=&#34;october-2025&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Improvements&#xA;    &lt;div id=&#34;improvements-2&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The version of the integrated ImGui has been updated to &lt;a href=&#34;https://github.com/ocornut/imgui/releases/tag/v1.92.4&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v1.92.4&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;September 2025&#xA;    &lt;div id=&#34;september-2025&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Improvements&#xA;    &lt;div id=&#34;improvements-3&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The version of the integrated ImGui has been updated to &lt;a href=&#34;https://github.com/ocornut/imgui/releases/tag/v1.92.3&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v1.92.3&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;Using &lt;code&gt;FindFirstFileExA&lt;/code&gt; with &lt;code&gt;FindExInfoBasic&lt;/code&gt; and &lt;code&gt;FIND_FIRST_EX_LARGE_FETCH&lt;/code&gt; for faster directory traversal on Windows&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Fixes&#xA;    &lt;div id=&#34;fixes&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Fixed self-assignment in some move assignment operators&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;August 2025&#xA;    &lt;div id=&#34;august-2025&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Breaking Changes&#xA;    &lt;div id=&#34;breaking-changes-1&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Trying to change the capacity of an &lt;code&gt;Array&lt;/code&gt; with &lt;code&gt;ArrayMode::FIXED_CAPACITY&lt;/code&gt; will trigger a fatal assert&lt;/li&gt;&#xA;&lt;li&gt;Renamed &lt;code&gt;Thread::yieldExecution&lt;/code&gt; to &lt;code&gt;ThisThread::yield&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;New Features&#xA;    &lt;div id=&#34;new-features-2&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Added a multi-threaded job system that is accessible to the user&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Improvements&#xA;    &lt;div id=&#34;improvements-4&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Added kernel and user-space semaphores to the thread synchronization primitives&lt;/li&gt;&#xA;&lt;li&gt;Added a new &lt;code&gt;ThisThread&lt;/code&gt; namespace for functions only available from the calling thread&lt;/li&gt;&#xA;&lt;li&gt;Added atomic classes for unsigned integer types&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Added thread and signal fences, and &lt;code&gt;acq_rel&lt;/code&gt; memory order&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;The &lt;code&gt;Array&lt;/code&gt; class now better supports non-movable and non-copyable types&lt;/li&gt;&#xA;&lt;li&gt;The version of the integrated ImGui has been updated to &lt;a href=&#34;https://github.com/ocornut/imgui/releases/tag/v1.92.2b&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v1.92.2b&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;July 2025&#xA;    &lt;div id=&#34;july-2025&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;New Features&#xA;    &lt;div id=&#34;new-features-3&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Added an integration with &lt;a href=&#34;https://crashpad.chromium.org&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Google Crashpad&lt;/a&gt; for crash reporting&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Improvements&#xA;    &lt;div id=&#34;improvements-5&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Added CMake options to extract and install debug symbols&lt;/li&gt;&#xA;&lt;li&gt;The version of the integrated ImGui has been updated to &lt;a href=&#34;https://github.com/ocornut/imgui/releases/tag/v1.92.1&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v1.92.1&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;The version of the integrated Tracy has been updated to &lt;a href=&#34;https://github.com/wolfpld/tracy/releases/tag/v0.12.2&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v0.12.2&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;apptest_filebrowser&lt;/code&gt; now has a directory history and related navigation buttons&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Fixes&#xA;    &lt;div id=&#34;fixes-1&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;CMake version variables for projects have been fixed&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;June 2025&#xA;    &lt;div id=&#34;june-2025&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Breaking Changes&#xA;    &lt;div id=&#34;breaking-changes-2&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Inverted the order of the values in all &lt;code&gt;Atomic*::cmpExchange()&lt;/code&gt; methods&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;New Features&#xA;    &lt;div id=&#34;new-features-4&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Add a set of environment variables to override all the user configurable compile-time variables in &lt;code&gt;AppConfiguration&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Improvements&#xA;    &lt;div id=&#34;improvements-6&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The version of the integrated Tracy has been updated to &lt;a href=&#34;https://github.com/wolfpld/tracy/releases/tag/v0.12.1&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v0.12.1&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;The version of the RenderDoc in-application API has been updated to v1.6.0&lt;/li&gt;&#xA;&lt;li&gt;The version of the integrated Google Test has been updated to &lt;a href=&#34;https://github.com/google/googletest/releases/tag/v1.17.0&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v1.17.0&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;The version of the integrated Google Benchmark has been updated to &lt;a href=&#34;https://github.com/google/benchmark/releases/tag/v1.9.4&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v1.9.4&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;April 2025&#xA;    &lt;div id=&#34;april-2025&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Breaking Changes&#xA;    &lt;div id=&#34;breaking-changes-3&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Renamed &lt;code&gt;nc.input.joymapped_state()&lt;/code&gt; Lua function to &lt;code&gt;nc.input.joy_mapped_state()&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;New Features&#xA;    &lt;div id=&#34;new-features-5&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Added support for joystick vibration (also in the Lua API)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Improvements&#xA;    &lt;div id=&#34;improvements-7&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Added two new dirty bits for GPU data upload of &lt;code&gt;SceneNode&lt;/code&gt; properties&lt;/li&gt;&#xA;&lt;li&gt;The Node Inspector in the ImGui debug overlay shows clearer information for viewports&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Fixes&#xA;    &lt;div id=&#34;fixes-2&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Culled drawable nodes will not waste time with transformations on every frame&lt;/li&gt;&#xA;&lt;li&gt;The OpenGL debug group for viewports has been fixed&lt;/li&gt;&#xA;&lt;li&gt;Viewports will only clear the available attachments (no depth/stencil clear if not specified in the format)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;March 2025&#xA;    &lt;div id=&#34;march-2025&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Breaking Changes&#xA;    &lt;div id=&#34;breaking-changes-4&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;code&gt;apptest_scene&lt;/code&gt; has been renamed to &lt;code&gt;apptest_gui&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Renamed &lt;code&gt;SceneNode::setColor(Colorf color)&lt;/code&gt; to &lt;code&gt;setColorF()&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Renamed &lt;code&gt;IInputManager::joystickState()&lt;/code&gt; to &lt;code&gt;IInputManager::joyState()&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Improvements&#xA;    &lt;div id=&#34;improvements-8&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The version of the integrated ImGui has been updated to &lt;a href=&#34;https://github.com/ocornut/imgui/releases/tag/v1.91.9b&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v1.91.9b&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;Added the &lt;code&gt;TimeStamp::toNow()&lt;/code&gt; method to set a timestamp object counter to the current clock value&lt;/li&gt;&#xA;&lt;li&gt;Added support for joystick vibration on SDL2 and Android&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Fixes&#xA;    &lt;div id=&#34;fixes-3&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Fixed the return value of &lt;code&gt;SceneNode::alpha()&lt;/code&gt; and &lt;code&gt;SceneNode::absAlpha()&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;February 2025&#xA;    &lt;div id=&#34;february-2025&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Breaking Changes&#xA;    &lt;div id=&#34;breaking-changes-5&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Removed &lt;code&gt;isLeftButtonDown()&lt;/code&gt;, &lt;code&gt;isMiddleButtonDown()&lt;/code&gt;, &lt;code&gt;isRightButtonDown()&lt;/code&gt;, &lt;code&gt;isFourthButtonDown()&lt;/code&gt;, &lt;code&gt;isFifthButtonDown()&lt;/code&gt; from the &lt;code&gt;MouseState&lt;/code&gt; class&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Use the new &lt;code&gt;isButtonDown(MouseButton button)&lt;/code&gt; method or the &lt;code&gt;ncine.input.is_mouse_button_down()&lt;/code&gt; Lua function instead&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;Removed &lt;code&gt;isLeftButton()&lt;/code&gt;, &lt;code&gt;isMiddleButton()&lt;/code&gt;, &lt;code&gt;isRightButton()&lt;/code&gt;, &lt;code&gt;isFourthButton()&lt;/code&gt;, &lt;code&gt;isFifthButton()&lt;/code&gt; from the &lt;code&gt;MouseEvent&lt;/code&gt; class&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Use the new &lt;code&gt;button&lt;/code&gt; field of the &lt;code&gt;MouseEvent&lt;/code&gt; class and compare values with the &lt;code&gt;MouseButton&lt;/code&gt; enumeration&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;Renamed &lt;code&gt;ncine.input.key_down()&lt;/code&gt; to &lt;code&gt;ncine.input.is_key_down()&lt;/code&gt; in the Lua API&lt;/li&gt;&#xA;&lt;li&gt;Renamed &lt;code&gt;isButtonPressed()&lt;/code&gt; to &lt;code&gt;isButtonDown()&lt;/code&gt; in both &lt;code&gt;JoystickState&lt;/code&gt; and &lt;code&gt;JoyMappedState&lt;/code&gt; classes&lt;/li&gt;&#xA;&lt;li&gt;Renamed &lt;code&gt;ncine.input.joy_button_pressed()&lt;/code&gt; to &lt;code&gt;ncine.input.is_joy_button_down()&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Renamed &lt;code&gt;ncine.input.joy_present()&lt;/code&gt; to &lt;code&gt;ncine.input.is_joy_present()&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Renamed &lt;code&gt;ncine.input.joy_mapped()&lt;/code&gt; to &lt;code&gt;ncine.input.is_joy_mapped()&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Renamed &lt;code&gt;Application::interval()&lt;/code&gt; to &lt;code&gt;Application::frameTime()&lt;/code&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Renamed &lt;code&gt;ncine.application.get_interval()&lt;/code&gt; to &lt;code&gt;ncine.application.get_frame_time()&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;Renamed &lt;code&gt;IFrameTimer::lastFrameDuration()&lt;/code&gt; and &lt;code&gt;IFrameTimer::currentFrameDuration()&lt;/code&gt; to &lt;code&gt;IFrameTimer::lastFrameTime()&lt;/code&gt; and &lt;code&gt;IFrameTimer::currentFrameTime()&lt;/code&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Renamed &lt;code&gt;ncine.frame_timer.last_frame_duration()&lt;/code&gt; to &lt;code&gt;ncine.frame_timer.last_frame_time()&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Renamed &lt;code&gt;ncine.frame_timer.current_frame_duration()&lt;/code&gt; to &lt;code&gt;ncine.frame_timer.current_frame_time()&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Improvements&#xA;    &lt;div id=&#34;improvements-9&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Added new &lt;code&gt;isButtonPressed()&lt;/code&gt;/&lt;code&gt;isButtonReleased()&lt;/code&gt; methods to the &lt;code&gt;MouseState&lt;/code&gt; class to detect the frame when a button is pressed/released&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Also added &lt;code&gt;is_mouse_button_pressed()&lt;/code&gt;/&lt;code&gt;is_mouse_button_released()&lt;/code&gt; functions to the Lua input table&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;Added new &lt;code&gt;isKeyPressed()&lt;/code&gt;/&lt;code&gt;isKeyReleased()&lt;/code&gt; methods to the &lt;code&gt;KeyboardState&lt;/code&gt; class to detect the frame when a key is pressed/released&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Also added &lt;code&gt;is_key_pressed()&lt;/code&gt;/&lt;code&gt;is_key_released()&lt;/code&gt; functions to the Lua input table&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;Added new &lt;code&gt;isButtonPressed()&lt;/code&gt;/&lt;code&gt;isButtonReleased()&lt;/code&gt; methods to the &lt;code&gt;JoystickState&lt;/code&gt; and &lt;code&gt;JoyMappedState&lt;/code&gt; classes to detect the frame when a button is pressed/released&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Also added &lt;code&gt;is_joy_button_pressed()&lt;/code&gt;/&lt;code&gt;is_joy_button_released()&lt;/code&gt; functions to the Lua input table&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;Added various utility constructors and conversion methods for the rectangle and vector classes&lt;/li&gt;&#xA;&lt;li&gt;Added a &lt;code&gt;NCPROJECT_DEBUG&lt;/code&gt; compiler definition for when projects are compiled in debug&lt;/li&gt;&#xA;&lt;li&gt;Added a new &lt;code&gt;NCPROJECT_ALWAYS_FIND_PACKAGES&lt;/code&gt; that can be useful when creating a Linux package with a dynamic nCine library&lt;/li&gt;&#xA;&lt;li&gt;The version of the integrated ImGui has been updated to &lt;a href=&#34;https://github.com/ocornut/imgui/releases/tag/v1.91.8&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v1.91.8&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;The version of the integrated Google Test has been updated to &lt;a href=&#34;https://github.com/google/googletest/releases/tag/v1.16.0&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v1.16.0&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;January 2025&#xA;    &lt;div id=&#34;january-2025&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Improvements&#xA;    &lt;div id=&#34;improvements-10&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Script and callbacks errors are now shown on screen in &lt;code&gt;apptest_lua&lt;/code&gt;/&lt;code&gt;ncinelua&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Added tabular character support to the &lt;code&gt;TextNode&lt;/code&gt; class, with configurable tab size (also in the Lua API)&lt;/li&gt;&#xA;&lt;li&gt;Implemented introspective sort for render queues, making the sorting faster and more robust&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>LDoc Lua API documentation</title>
      <link>https://ncine.github.io/news/2024-12-18-ldoc-lua-documentation/</link>
      <pubDate>Wed, 18 Dec 2024 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/news/2024-12-18-ldoc-lua-documentation/</guid>
      <description>&lt;p&gt;The Lua development experience is getting even better!&lt;/p&gt;&#xA;&lt;p&gt;The documentation already available through the &lt;a href=&#34;https://luals.github.io/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Lua Language Server&lt;/a&gt; is now available &lt;a href=&#34;/docs/lua_master&#34; &gt;online&lt;/a&gt;, thanks to &lt;a href=&#34;https://lunarmodules.github.io/ldoc/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;LDoc&lt;/a&gt;.&lt;/p&gt;&#xA;</description>
      
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    <item>
      <title>Lua Language Server support</title>
      <link>https://ncine.github.io/news/2024-12-04-lua-language-server/</link>
      <pubDate>Wed, 04 Dec 2024 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/news/2024-12-04-lua-language-server/</guid>
      <description>&lt;p&gt;Today you can find the nCine among the &lt;a href=&#34;https://luals.github.io/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Lua Language Server&lt;/a&gt; official &lt;a href=&#34;https://github.com/LuaLS/LLS-Addons/tree/main/addons/ncine&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;addons&lt;/a&gt;!&lt;/p&gt;&#xA;&lt;p&gt;If you are using Visual Studio Code, autocomplete, type checking, and full API documentation are only one click away.&lt;/p&gt;&#xA;&lt;p&gt;Lua development experience should be now on par with other Lua scriptable frameworks, making the whole process more pleasant and functional.&lt;/p&gt;&#xA;&lt;p&gt;If you also install the &lt;a href=&#34;https://marketplace.visualstudio.com/items?itemName=tomblind.local-lua-debugger-vscode&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Local Lua Debugger&lt;/a&gt; extension, you should have all the tools needed to create nice games with Lua and the nCine.&lt;/p&gt;&#xA;&lt;p&gt;Please refer to the updated &lt;a href=&#34;https://github.com/nCine/nCine/wiki/Getting-Started-with-Lua&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Wiki&lt;/a&gt; for more details.&lt;/p&gt;&#xA;&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;Lua Language Server&#34;&#xA;    src=&#34;/img/posts/lua_language_server.png&#34;&#xA;    &gt;&lt;figcaption&gt;Lua Language Server&lt;/figcaption&gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;</description>
      
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    <item>
      <title>nCine article in SUGO</title>
      <link>https://ncine.github.io/news/2024-10-19-sugo-magazine/</link>
      <pubDate>Sat, 19 Oct 2024 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/news/2024-10-19-sugo-magazine/</guid>
      <description>&lt;p&gt;&lt;a href=&#34;https://sugo.gameloop.it/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;SUGO&lt;/a&gt; is a new Italian magazine about indie game development in Italy, with a nice impagination derived from traditional medias and distributed as a PDF.&lt;/p&gt;&#xA;&lt;p&gt;In the first issue that just came out today, there is an article I wrote about the story behind nCine development.&lt;/p&gt;&#xA;&lt;p&gt;If you understand Italian grab a &lt;a href=&#34;https://drive.google.com/drive/folders/1ESRh2pKn__hPKEzAhkkiH1RVCUApW5y7&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;copy&lt;/a&gt; and let me know what you think!&lt;/p&gt;&#xA;&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;SUGO article&#34;&#xA;    src=&#34;/img/posts/sugo_article.png&#34;&#xA;    &gt;&lt;figcaption&gt;SUGO article&lt;/figcaption&gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;</description>
      
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    <item>
      <title>One thousand stars!</title>
      <link>https://ncine.github.io/news/2024-06-27-one-thousand-stars/</link>
      <pubDate>Thu, 27 Jun 2024 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/news/2024-06-27-one-thousand-stars/</guid>
      <description>&lt;p&gt;After thirteen years of development and five years on GitHub, the nCine has surpassed one thousand &lt;a href=&#34;https://github.com/nCine/nCine/stargazers&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;stars&lt;/a&gt;! &amp;#x2b50;&lt;/p&gt;&#xA;&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;One thousand stars!&#34;&#xA;    src=&#34;/img/posts/one_thousand_stars.png&#34;&#xA;    &gt;&lt;figcaption&gt;One thousand stars!&lt;/figcaption&gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;</description>
      
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    <item>
      <title>Getting started guide</title>
      <link>https://ncine.github.io/news/2024-03-22-getting-started-guide/</link>
      <pubDate>Fri, 22 Mar 2024 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/news/2024-03-22-getting-started-guide/</guid>
      <description>&lt;p&gt;There is a new &lt;a href=&#34;https://github.com/nCine/nCine/wiki/Getting-Started&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Getting Started&lt;/a&gt; guide in the project wiki.&#xA;It comes with many screenshots, covers both Lua and C++, and it should be easy to follow.&lt;/p&gt;&#xA;&lt;p&gt;The C++ part of the guide targets three different IDEs: Visual Studio 2022, Visual Studio Code, and Qt Creator.&lt;/p&gt;&#xA;&lt;p&gt;I have removed any references to the old GitHub releases from the site. I have collated all the changes they introduced in a new &lt;a href=&#34;/changelog/&#34; &gt;Changelog&lt;/a&gt; page.&lt;/p&gt;&#xA;&lt;p&gt;I have also removed the links to the video tutorials from the wiki, they were deprecated and confusing. The videos have been unlisted from the Youtube channel.&lt;/p&gt;&#xA;&lt;p&gt;I hope those changes better reflect the current state of the project and its setup process. &amp;#x1f44c;&lt;/p&gt;&#xA;</description>
      
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    <item>
      <title>Custom engines presentation</title>
      <link>https://ncine.github.io/news/2024-03-06-custom-engines-presentation/</link>
      <pubDate>Wed, 06 Mar 2024 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/news/2024-03-06-custom-engines-presentation/</guid>
      <description>&lt;p&gt;Today I gave a presentation for &lt;a href=&#34;https://twitter.com/GRinteractiva&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;GRInteractiva&lt;/a&gt; about in-house custom engines: why they are so important, what are some indie games based on custom technology and, of course, a small overview of the nCine.&lt;/p&gt;&#xA;&lt;p&gt;The slides are made with Remark and are available on &lt;a href=&#34;https://encelo.github.io/CustomEnginesPresentation/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;GitHub&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;An attendee also wrote an &lt;a href=&#34;https://www.mauricioluque.com/ciencia-y-tecnologia/20240307-motores-personalizados-en-videojuegos/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;article&lt;/a&gt; in Spanish about the talk. &amp;#x1f609;&lt;/p&gt;&#xA;&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;GRInteractiva XII&#34;&#xA;    src=&#34;/img/posts/GRInteractiva.jpg&#34;&#xA;    &gt;&lt;figcaption&gt;GRInteractiva XII&lt;/figcaption&gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;</description>
      
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    <item>
      <title>2024</title>
      <link>https://ncine.github.io/changelog/year_2024/</link>
      <pubDate>Mon, 01 Jan 2024 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/changelog/year_2024/</guid>
      <description>&#xA;&lt;h2 class=&#34;relative group&#34;&gt;December 2024&#xA;    &lt;div id=&#34;december-2024&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Breaking Changes&#xA;    &lt;div id=&#34;breaking-changes&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Renamed &lt;code&gt;ncine.audiobuffer&lt;/code&gt; to &lt;code&gt;ncine.audio_buffer&lt;/code&gt; in the Lua API&lt;/li&gt;&#xA;&lt;li&gt;Renamed &lt;code&gt;ncine.audiobuffer_player&lt;/code&gt; to &lt;code&gt;ncine.audio_buffer_player&lt;/code&gt; in the Lua API&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Renamed &lt;code&gt;get_audiobuffer()&lt;/code&gt; and &lt;code&gt;set_audiobuffer()&lt;/code&gt; to &lt;code&gt;get_audio_buffer()&lt;/code&gt; and &lt;code&gt;set_audio_buffer()&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;Renamed &lt;code&gt;ncine.audiostream_player&lt;/code&gt; to &lt;code&gt;ncine.audio_stream_player&lt;/code&gt; in the Lua API&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Renamed &lt;code&gt;num_samples_in_streambuffer()&lt;/code&gt; and &lt;code&gt;streambuffer_size()&lt;/code&gt; to &lt;code&gt;num_samples_in_stream_buffer()&lt;/code&gt; and &lt;code&gt;stream_buffer_size()&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Improvements&#xA;    &lt;div id=&#34;improvements&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The version of the integrated ImGui has been updated to &lt;a href=&#34;https://github.com/ocornut/imgui/releases/tag/v1.91.6&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v1.91.6&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;The version of the integrated Google Benchmark has been updated to &lt;a href=&#34;https://github.com/google/benchmark/releases/tag/v1.9.1&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v1.9.1&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;The GameController mapping database has been updated to the one in SDL 2.30.10&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;November 2024&#xA;    &lt;div id=&#34;november-2024&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Breaking Changes&#xA;    &lt;div id=&#34;breaking-changes-1&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Renamed &lt;code&gt;permissions()&lt;/code&gt; to &lt;code&gt;get_permissions()&lt;/code&gt; in the filesystem table of the Lua API&lt;/li&gt;&#xA;&lt;li&gt;Removed the &lt;code&gt;get_&lt;/code&gt; prefix from &lt;code&gt;get_num_vertices()&lt;/code&gt;, &lt;code&gt;get_num_bytes()&lt;/code&gt;, and &lt;code&gt;get_num_indices()&lt;/code&gt; in the mesh sprite Lua functions&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Improvements&#xA;    &lt;div id=&#34;improvements-1&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Lua statistics are now disabled by default to enable hooking by external debuggers like the &lt;a href=&#34;https://github.com/tomblind/local-lua-debugger-vscode&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Lua Local Debugger&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;The version of the integrated ImGui has been updated to &lt;a href=&#34;https://github.com/ocornut/imgui/releases/tag/v1.91.5&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v1.91.5&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;Multiple additions, fixes, and expansions to the Doxygen documentation&lt;/li&gt;&#xA;&lt;li&gt;Added some new Lua API functions&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Added &lt;code&gt;input.num_joymappings()&lt;/code&gt; to return the number of available mappings for joysticks&lt;/li&gt;&#xA;&lt;li&gt;Added &lt;code&gt;particle_affector.get_base_scale()&lt;/code&gt; to return the base scale factor of a size affector&lt;/li&gt;&#xA;&lt;li&gt;Added a constructor overload that takes the position as a vector for animated and mesh sprites&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;Many viewport, shader, and shaderstate Lua functions now return a boolean to indicate the result&lt;/li&gt;&#xA;&lt;li&gt;When calling the Lua &lt;code&gt;particle_system.add_size_affector()&lt;/code&gt; function, you can now use a &lt;code&gt;vec2&lt;/code&gt; for the scale factors&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Fixes&#xA;    &lt;div id=&#34;fixes&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Added missing overload constructors for mesh and animated sprites in the Lua API&lt;/li&gt;&#xA;&lt;li&gt;Added some missing button names for mapped joysticks in the Lua API&lt;/li&gt;&#xA;&lt;li&gt;Minimum CMake version has been raised to 3.10 to avoid a deprecation warning&lt;/li&gt;&#xA;&lt;li&gt;Added the missing &lt;code&gt;dpi&lt;/code&gt; field to the Lua table returned by &lt;code&gt;gfx_device.get_monitor()&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Fixed the Lua &lt;code&gt;viewport.set_camera()&lt;/code&gt; function to accept &lt;code&gt;nil&lt;/code&gt; as a camera parameter&lt;/li&gt;&#xA;&lt;li&gt;Added missing joystick buttons to Lua input event tables&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;October 2024&#xA;    &lt;div id=&#34;october-2024&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Improvements&#xA;    &lt;div id=&#34;improvements-2&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Add &lt;code&gt;MemoryFile&lt;/code&gt; class constructors that own a memory buffer&lt;/li&gt;&#xA;&lt;li&gt;The version of the integrated ImGui has been updated to &lt;a href=&#34;https://github.com/ocornut/imgui/releases/tag/v1.91.4&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v1.91.4&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;The version of the integrated Google Test has been updated to &lt;a href=&#34;https://github.com/google/googletest/releases/tag/v1.15.2&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v1.15.2&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;The version of the integrated Google Benchmark has been updated to &lt;a href=&#34;https://github.com/google/benchmark/releases/tag/v1.9.0&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v1.9.0&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;September 2024&#xA;    &lt;div id=&#34;september-2024&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Improvements&#xA;    &lt;div id=&#34;improvements-3&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The version of the integrated ImGui has been updated to &lt;a href=&#34;https://github.com/ocornut/imgui/releases/tag/v1.91.2&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v1.91.2&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;The version of the integrated Tracy has been updated to &lt;a href=&#34;https://github.com/wolfpld/tracy/releases/tag/v0.11.1&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v0.11.1&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;Swap deprecated &lt;code&gt;ALooper_pollAll()&lt;/code&gt; function for &lt;code&gt;ALooper_pollOnce()&lt;/code&gt; on Android&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;July 2024&#xA;    &lt;div id=&#34;july-2024&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Improvements&#xA;    &lt;div id=&#34;improvements-4&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The version of the integrated ImGui has been updated to &lt;a href=&#34;https://github.com/ocornut/imgui/releases/tag/v1.90.9&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v1.90.9&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;June 2024&#xA;    &lt;div id=&#34;june-2024&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;New Features&#xA;    &lt;div id=&#34;new-features&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Added many new OpenAL source properties to the audio players&lt;/li&gt;&#xA;&lt;li&gt;Added support for some useful OpenAL extensions&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;code&gt;pause_device&lt;/code&gt;, &lt;code&gt;deferred_updates&lt;/code&gt;, &lt;code&gt;source_spatialize&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;Added optional support for EFX effects and filters, also in the Lua API&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Improvements&#xA;    &lt;div id=&#34;improvements-5&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The sound sources are now arranged in a pool for the players to pick, fixing some issues with playing&lt;/li&gt;&#xA;&lt;li&gt;Handling the &lt;code&gt;OV_HOLE&lt;/code&gt; vorbisfile error code by continue decoding instead of fatal asserting&lt;/li&gt;&#xA;&lt;li&gt;Added a stress test mode to &lt;code&gt;apptest_audio&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Added support for joystick axes mapped as buttons&lt;/li&gt;&#xA;&lt;li&gt;The version of the integrated ImGui has been updated to &lt;a href=&#34;https://github.com/ocornut/imgui/releases/tag/v1.90.8&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v1.90.8&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;The version of the integrated Google Benchmark has been updated to &lt;a href=&#34;https://github.com/google/benchmark/releases/tag/v1.8.4&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v1.8.4&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Fixes&#xA;    &lt;div id=&#34;fixes-1&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Fixed a couple of alignment faults with Emscripten and some apptests&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;April 2024&#xA;    &lt;div id=&#34;april-2024&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Breaking Changes&#xA;    &lt;div id=&#34;breaking-changes-2&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Renamed &lt;code&gt;nc::IAudioDevice::PlayerType::AUDIOSTREAM&lt;/code&gt; to &lt;code&gt;nc::IAudioDevice::PlayerType::STREAM&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;March 2024&#xA;    &lt;div id=&#34;march-2024&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Breaking Changes&#xA;    &lt;div id=&#34;breaking-changes-3&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The &lt;code&gt;freezePlayers()&lt;/code&gt;/&lt;code&gt;unfreezePlayers()&lt;/code&gt; methods of the audio device have been removed&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The Lua functions &lt;code&gt;freeze_players()&lt;/code&gt;/&lt;code&gt;unfreeze_players()&lt;/code&gt; have been removed too&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;February 2024&#xA;    &lt;div id=&#34;february-2024&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Improvements&#xA;    &lt;div id=&#34;improvements-6&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Added support for custom memory allocators and window position hints of GLFW 3.4&lt;/li&gt;&#xA;&lt;li&gt;Some minor changes to the &lt;code&gt;IAllocator&lt;/code&gt; methods that handle debug allocation entries&lt;/li&gt;&#xA;&lt;li&gt;The version of the integrated ImGui has been updated to &lt;a href=&#34;https://github.com/ocornut/imgui/releases/tag/v1.90.4&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v1.90.4&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;January 2024&#xA;    &lt;div id=&#34;january-2024&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Improvements&#xA;    &lt;div id=&#34;improvements-7&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The version of the integrated ImGui has been updated to &lt;a href=&#34;https://github.com/ocornut/imgui/releases/tag/v1.90.1&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v1.90.1&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Fixes&#xA;    &lt;div id=&#34;fixes-2&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Fixed compilation when enabling the custom memory allocators&lt;/li&gt;&#xA;&lt;li&gt;Moved &lt;code&gt;Particle.h&lt;/code&gt; to public headers to fix compilation warnings&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The header should not be directly included by users&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>Fireman</title>
      <link>https://ncine.github.io/gallery/fireman/</link>
      <pubDate>Sun, 09 Jul 2023 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/gallery/fireman/</guid>
      <description>&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;Fireman&#34;&#xA;    src=&#34;/img/gallery/Fireman.png&#34;&#xA;    &gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;&lt;style&gt;&#xA;  .button-group-inline {&#xA;    text-align: center;&#xA;    margin: 0.5em 0;  &#xA;  }&#xA;&#xA;  .button-group-inline a {&#xA;    display: inline-block;&#xA;    margin: 0.25em;  &#xA;    text-decoration: none;&#xA;  }&#xA;&lt;/style&gt;&#xA;&#xA;&lt;div class=&#34;button-group-inline&#34;&gt;&#xA;  &#xA;&lt;a&#xA;  class=&#34;!rounded-md bg-primary-600 px-4 py-2 !text-neutral !no-underline hover:!bg-primary-500 dark:bg-primary-800 dark:hover:!bg-primary-700&#34;&#xA;  href=&#34;https://ana30.itch.io/fireman&#34;&#xA;  target=&#34;_blank&#34;&#xA;  &#xA;  role=&#34;button&#34;&gt;&#xA;  &#xA;&lt;span class=&#34;relative inline-block align-text-bottom icon&#34;&gt;&lt;svg xmlns=&#34;http://www.w3.org/2000/svg&#34; height=&#34;235.452&#34; width=&#34;261.728&#34; viewBox=&#34;0 0 245.37069 220.73612&#34;&gt;&lt;path fill=&#34;currentColor&#34; d=&#34;M31.99 1.365C21.287 7.72.2 31.945 0 38.298v10.516C0 62.144 12.46 73.86 23.773 73.86c13.584 0 24.902-11.258 24.903-24.62 0 13.362 10.93 24.62 24.515 24.62 13.586 0 24.165-11.258 24.165-24.62 0 13.362 11.622 24.62 25.207 24.62h.246c13.586 0 25.208-11.258 25.208-24.62 0 13.362 10.58 24.62 24.164 24.62 13.585 0 24.515-11.258 24.515-24.62 0 13.362 11.32 24.62 24.903 24.62 11.313 0 23.773-11.714 23.773-25.046V38.298c-.2-6.354-21.287-30.58-31.988-36.933C180.118.197 157.056-.005 122.685 0c-34.37.003-81.228.54-90.697 1.365zm65.194 66.217a28.025 28.025 0 0 1-4.78 6.155c-5.128 5.014-12.157 8.122-19.906 8.122a28.482 28.482 0 0 1-19.948-8.126c-1.858-1.82-3.27-3.766-4.563-6.032l-.006.004c-1.292 2.27-3.092 4.215-4.954 6.037a28.5 28.5 0 0 1-19.948 8.12c-.934 0-1.906-.258-2.692-.528-1.092 11.372-1.553 22.24-1.716 30.164l-.002.045c-.02 4.024-.04 7.333-.06 11.93.21 23.86-2.363 77.334 10.52 90.473 19.964 4.655 56.7 6.775 93.555 6.788h.006c36.854-.013 73.59-2.133 93.554-6.788 12.883-13.14 10.31-66.614 10.52-90.474-.022-4.596-.04-7.905-.06-11.93l-.003-.045c-.162-7.926-.623-18.793-1.715-30.165-.786.27-1.757.528-2.692.528a28.5 28.5 0 0 1-19.948-8.12c-1.862-1.822-3.662-3.766-4.955-6.037l-.006-.004c-1.294 2.266-2.705 4.213-4.563 6.032a28.48 28.48 0 0 1-19.947 8.125c-7.748 0-14.778-3.11-19.906-8.123a28.025 28.025 0 0 1-4.78-6.155 27.99 27.99 0 0 1-4.736 6.155 28.49 28.49 0 0 1-19.95 8.124c-.27 0-.54-.012-.81-.02h-.007c-.27.008-.54.02-.813.02a28.49 28.49 0 0 1-19.95-8.123 27.992 27.992 0 0 1-4.736-6.155zm-20.486 26.49l-.002.01h.015c8.113.017 15.32 0 24.25 9.746 7.028-.737 14.372-1.105 21.722-1.094h.006c7.35-.01 14.694.357 21.723 1.094 8.93-9.747 16.137-9.73 24.25-9.746h.014l-.002-.01c3.833 0 19.166 0 29.85 30.007L210 165.244c8.504 30.624-2.723 31.373-16.727 31.4-20.768-.773-32.267-15.855-32.267-30.935-11.496 1.884-24.907 2.826-38.318 2.827h-.006c-13.412 0-26.823-.943-38.318-2.827 0 15.08-11.5 30.162-32.267 30.935-14.004-.027-25.23-.775-16.726-31.4L46.85 124.08c10.684-30.007 26.017-30.007 29.85-30.007zm45.985 23.582v.006c-.02.02-21.863 20.08-25.79 27.215l14.304-.573v12.474c0 .584 5.74.346 11.486.08h.006c5.744.266 11.485.504 11.485-.08v-12.474l14.304.573c-3.928-7.135-25.79-27.215-25.79-27.215v-.006l-.003.002z&#34;/&gt;&lt;/svg&gt;&lt;/span&gt; Itch.io&#xA;&#xA;&lt;/a&gt;&#xA;&#xA;&#xA;&lt;/div&gt;&#xA;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Fireman&lt;/strong&gt; is a GMTK Game Jam 2023 entry made by &lt;a href=&#34;https://ana30.itch.io&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Ana30&lt;/a&gt;.&lt;/p&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>Fireman game for GMTK 2023</title>
      <link>https://ncine.github.io/news/2023-07-09-fireman-gmtk/</link>
      <pubDate>Sun, 09 Jul 2023 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/news/2023-07-09-fireman-gmtk/</guid>
      <description>&lt;p&gt;Made by &lt;a href=&#34;https://ana30.itch.io&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Ana30&lt;/a&gt; as a submission for the &lt;a href=&#34;https://itch.io/jam/gmtk-2023&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;GMTK Game Jam 2023&lt;/a&gt;, &lt;a href=&#34;https://ana30.itch.io/fireman&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Fireman&lt;/a&gt; is an nCine game where you play as the web browser.&lt;/p&gt;&#xA;&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;Fireman&#34;&#xA;    src=&#34;/img/gallery/Fireman.png&#34;&#xA;    &gt;&lt;figcaption&gt;Fireman&lt;/figcaption&gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>2023</title>
      <link>https://ncine.github.io/changelog/year_2023/</link>
      <pubDate>Sun, 01 Jan 2023 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/changelog/year_2023/</guid>
      <description>&#xA;&lt;h2 class=&#34;relative group&#34;&gt;November 2023&#xA;    &lt;div id=&#34;november-2023&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;New Features&#xA;    &lt;div id=&#34;new-features&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;There is now an option to use binary shaders: they will be compiled on the first run and then cached on disk&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Default shaders will use this feature as well, if enabled in the configuration&lt;/li&gt;&#xA;&lt;li&gt;Batched shaders can be compiled twice to query the max number of batches for the UBO size&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Improvements&#xA;    &lt;div id=&#34;improvements&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;A new class has been added to calculate a 64-bit hash from strings or from file information (also in the Lua API)&lt;/li&gt;&#xA;&lt;li&gt;Emscripten stack size has been increased from the default 64 Kb to 128 Kb&lt;/li&gt;&#xA;&lt;li&gt;The version of the integrated ImGui has been updated to &lt;a href=&#34;https://github.com/ocornut/imgui/releases/tag/v1.90&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v1.90&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;October 2023&#xA;    &lt;div id=&#34;october-2023&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Breaking Changes&#xA;    &lt;div id=&#34;breaking-changes&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The &lt;code&gt;Timer::sleep()&lt;/code&gt; method now needs an integer number of milliseconds instead of a float number of seconds.&lt;/li&gt;&#xA;&lt;li&gt;The &lt;code&gt;join()&lt;/code&gt; and &lt;code&gt;exit()&lt;/code&gt; methods of the &lt;code&gt;Thread&lt;/code&gt; class do not support custom return values anymore&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Improvements&#xA;    &lt;div id=&#34;improvements-1&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The version of the integrated Tracy has been updated to &lt;a href=&#34;https://github.com/wolfpld/tracy/releases/tag/v0.10&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v0.10&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Fixes&#xA;    &lt;div id=&#34;fixes&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The &lt;code&gt;Thread&lt;/code&gt; class can be be move constructed or move assigned without causing random crashes&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;September 2023&#xA;    &lt;div id=&#34;september-2023&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Improvements&#xA;    &lt;div id=&#34;improvements-2&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Updated support for Gradle plugin 8.1.0 and build tools 33.0.1 on Android&lt;/li&gt;&#xA;&lt;li&gt;The version of the integrated ImGui has been updated to &lt;a href=&#34;https://github.com/ocornut/imgui/releases/tag/v1.89.9&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v1.89.9&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;The version of the integrated Google Test has been updated to &lt;a href=&#34;https://github.com/google/googletest/releases/tag/v1.14.0&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v1.14.0&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;The version of the integrated Google Benchmark has been updated to &lt;a href=&#34;https://github.com/google/benchmark/releases/tag/v1.8.3&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v1.8.3&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;July 2023&#xA;    &lt;div id=&#34;july-2023&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Improvements&#xA;    &lt;div id=&#34;improvements-3&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The version of the integrated ImGui has been updated to &lt;a href=&#34;https://github.com/ocornut/imgui/releases/tag/v1.89.7&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v1.89.7&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;June 2023&#xA;    &lt;div id=&#34;june-2023&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Improvements&#xA;    &lt;div id=&#34;improvements-4&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The version of the integrated ImGui has been updated to &lt;a href=&#34;https://github.com/ocornut/imgui/releases/tag/v1.89.6&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v1.89.6&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;May 2023&#xA;    &lt;div id=&#34;may-2023&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;New Features&#xA;    &lt;div id=&#34;new-features-1&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Add a new &lt;code&gt;apptest_bunnymark&lt;/code&gt;, an nCine port of the famous BunyMark benchmark&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Improvements&#xA;    &lt;div id=&#34;improvements-5&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Added an interface class to tweak the frame timer options&#xA;&lt;ul&gt;&#xA;&lt;li&gt;A second timer has been added to the frame timer to calculate averages&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;April 2023&#xA;    &lt;div id=&#34;april-2023&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Breaking Changes&#xA;    &lt;div id=&#34;breaking-changes-1&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The &lt;code&gt;homeDir()&lt;/code&gt; method of the &lt;code&gt;FileSystem&lt;/code&gt; class have been renamed to &lt;code&gt;homePath()&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;The &lt;code&gt;get_home_dir()&lt;/code&gt; function of the Lua filesystem table has been renamed to &lt;code&gt;get_home_path()&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;The &lt;code&gt;get_datapath()&lt;/code&gt; and &lt;code&gt;get_savepath()&lt;/code&gt; functions of the Lua filesystem table have been renamed to &lt;code&gt;get_data_path()&lt;/code&gt; and &lt;code&gt;get_save_path()&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;New Features&#xA;    &lt;div id=&#34;new-features-2&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The &lt;code&gt;apptest_lua&lt;/code&gt; has a new ImGui interface and can now automatically reload a modified Lua script&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Improvements&#xA;    &lt;div id=&#34;improvements-6&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The version of the integrated ImGui has been updated to &lt;a href=&#34;https://github.com/ocornut/imgui/releases/tag/v1.89.5&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v1.89.5&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;The version of the integrated Google Test has been updated to &lt;a href=&#34;https://github.com/google/googletest/releases/tag/v1.13.0&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v1.13.0&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;There is now a new method in the &lt;code&gt;FileSystem&lt;/code&gt; class to return the path to store cached files&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;March 2023&#xA;    &lt;div id=&#34;march-2023&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Improvements&#xA;    &lt;div id=&#34;improvements-7&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The version of the integrated Tracy has been updated to &lt;a href=&#34;https://github.com/wolfpld/tracy/releases/tag/v0.9.1&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v0.9.1&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;The version of the integrated ImGui has been updated to &lt;a href=&#34;https://github.com/ocornut/imgui/releases/tag/v1.89.4&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v1.89.4&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;February 2023&#xA;    &lt;div id=&#34;february-2023&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Improvements&#xA;    &lt;div id=&#34;improvements-8&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The version of the integrated ImGui has been updated to &lt;a href=&#34;https://github.com/ocornut/imgui/releases/tag/v1.89.3&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v1.89.3&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;January 2023&#xA;    &lt;div id=&#34;january-2023&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Improvements&#xA;    &lt;div id=&#34;improvements-9&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The version of the integrated ImGui has been updated to &lt;a href=&#34;https://github.com/ocornut/imgui/releases/tag/v1.89.2&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v1.89.2&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>Jazz² Resurrection</title>
      <link>https://ncine.github.io/gallery/jazz2resurrection/</link>
      <pubDate>Fri, 15 Jul 2022 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/gallery/jazz2resurrection/</guid>
      <description>&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;Jazz² Resurrection&#34;&#xA;    src=&#34;/img/gallery/jazz2.png&#34;&#xA;    &gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;&lt;style&gt;&#xA;  .button-group-inline {&#xA;    text-align: center;&#xA;    margin: 0.5em 0;  &#xA;  }&#xA;&#xA;  .button-group-inline a {&#xA;    display: inline-block;&#xA;    margin: 0.25em;  &#xA;    text-decoration: none;&#xA;  }&#xA;&lt;/style&gt;&#xA;&#xA;&lt;div class=&#34;button-group-inline&#34;&gt;&#xA;  &#xA;&lt;a&#xA;  class=&#34;!rounded-md bg-primary-600 px-4 py-2 !text-neutral !no-underline hover:!bg-primary-500 dark:bg-primary-800 dark:hover:!bg-primary-700&#34;&#xA;  href=&#34;[/spookyghost]%28https://deat.tk/jazz2/wasm/%29&#34;&#xA;  target=&#34;_blank&#34;&#xA;  &#xA;  role=&#34;button&#34;&gt;&#xA;  &#xA;&lt;span class=&#34;relative inline-block align-text-bottom icon&#34;&gt;&lt;svg xmlns=&#34;http://www.w3.org/2000/svg&#34; 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GitHub&#xA;&#xA;&lt;/a&gt;&#xA;&#xA;&#xA;&lt;/div&gt;&#xA;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;Jazz² Resurrection&lt;/strong&gt; is the C++ version of the Jazz Jackrabbit 2 reimplementation project by &lt;a href=&#34;https://github.com/deathkiller&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;DeathKiller&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Videos&#xA;    &lt;div id=&#34;videos&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;div style=&#34;position: relative; padding-bottom: 56.25%; height: 0; overflow: hidden;&#34;&gt;&#xA;      &lt;iframe allow=&#34;accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share; fullscreen&#34; loading=&#34;lazy&#34; referrerpolicy=&#34;strict-origin-when-cross-origin&#34; src=&#34;https://www.youtube.com/embed/kiZKZnbqo6I?autoplay=0&amp;amp;controls=1&amp;amp;end=0&amp;amp;loop=0&amp;amp;mute=0&amp;amp;start=0&#34; style=&#34;position: absolute; top: 0; left: 0; width: 100%; height: 100%; border:0;&#34; title=&#34;Jazz² Resurrection v1.0.0 - Porting to C&amp;#43;&amp;#43;&#34;&gt;&lt;/iframe&gt;&#xA;    &lt;/div&gt;&#xA;&#xA;</description>
      
    </item>
    
    <item>
      <title>Native version of Jazz² Resurrection</title>
      <link>https://ncine.github.io/news/2022-07-15-jazz2-native-github/</link>
      <pubDate>Fri, 15 Jul 2022 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/news/2022-07-15-jazz2-native-github/</guid>
      <description>&lt;p&gt;&lt;a href=&#34;http://deat.tk/jazz2/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Jazz² Resurrection&lt;/a&gt; is reimplementation of Jazz Jackrabbit 2, a 1998 platform game by Epic Games (at the time called Epic MegaGames).&#xA;The author, &lt;a href=&#34;https://github.com/deathkiller&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;DeathKiller&lt;/a&gt;, used C# and parts of the Duality 2D framework to put together the project.&lt;/p&gt;&#xA;&lt;p&gt;He is now porting it to C++ and he decided to use nCine for the job! &amp;#x1f4aa;&lt;/p&gt;&#xA;&lt;p&gt;The native project embeds a modified version of the engine to make the porting easier and faster.&#xA;You can have a look at the source code on &lt;a href=&#34;https://github.com/deathkiller/jazz2-native&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;GitHub&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;div style=&#34;position: relative; padding-bottom: 56.25%; height: 0; overflow: hidden;&#34;&gt;&#xA;      &lt;iframe allow=&#34;accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share; fullscreen&#34; loading=&#34;lazy&#34; referrerpolicy=&#34;strict-origin-when-cross-origin&#34; src=&#34;https://www.youtube.com/embed/kiZKZnbqo6I?autoplay=0&amp;amp;controls=1&amp;amp;end=0&amp;amp;loop=0&amp;amp;mute=0&amp;amp;start=0&#34; style=&#34;position: absolute; top: 0; left: 0; width: 100%; height: 100%; border:0;&#34; title=&#34;Jazz² Resurrection v1.0.0 - Porting to C&amp;#43;&amp;#43;&#34;&gt;&lt;/iframe&gt;&#xA;    &lt;/div&gt;&#xA;&#xA;</description>
      
    </item>
    
    <item>
      <title>ncJump on the Steam Deck</title>
      <link>https://ncine.github.io/news/2022-03-28-ncjump-on-steam-deck/</link>
      <pubDate>Mon, 28 Mar 2022 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/news/2022-03-28-ncjump-on-steam-deck/</guid>
      <description>&lt;p&gt;I have recorded a video of &lt;a href=&#34;https://github.com/Fahien/ncJump&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;ncJump&lt;/a&gt; running (and jumping &amp;#x1f609;) on the Steam Deck!&lt;/p&gt;&#xA;&lt;div style=&#34;position: relative; padding-bottom: 56.25%; height: 0; overflow: hidden;&#34;&gt;&#xA;      &lt;iframe allow=&#34;accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share; fullscreen&#34; loading=&#34;lazy&#34; referrerpolicy=&#34;strict-origin-when-cross-origin&#34; src=&#34;https://www.youtube.com/embed/ZKdDtJiIUdo?autoplay=0&amp;amp;controls=1&amp;amp;end=0&amp;amp;loop=0&amp;amp;mute=0&amp;amp;start=0&#34; style=&#34;position: absolute; top: 0; left: 0; width: 100%; height: 100%; border:0;&#34; title=&#34;ncJump running on the Steam Deck&#34;&gt;&lt;/iframe&gt;&#xA;    &lt;/div&gt;&#xA;&#xA;</description>
      
    </item>
    
    <item>
      <title>2022</title>
      <link>https://ncine.github.io/changelog/year_2022/</link>
      <pubDate>Sat, 01 Jan 2022 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/changelog/year_2022/</guid>
      <description>&#xA;&lt;h2 class=&#34;relative group&#34;&gt;December 2022&#xA;    &lt;div id=&#34;december-2022&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Breaking Changes&#xA;    &lt;div id=&#34;breaking-changes&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The &lt;code&gt;animation_index()&lt;/code&gt; and &lt;code&gt;frame()&lt;/code&gt; functions of the Lua animated sprite have been renamed to &lt;code&gt;get_animation_index()&lt;/code&gt; and &lt;code&gt;get_frame()&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Improvements&#xA;    &lt;div id=&#34;improvements&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The Lua API for the &lt;code&gt;Application&lt;/code&gt; class has now a function to get the &lt;code&gt;AppConfiguration&lt;/code&gt; table&lt;/li&gt;&#xA;&lt;li&gt;Scale down the size of the error messages in &lt;code&gt;apptest_lua&lt;/code&gt; if does not fit the screen&lt;/li&gt;&#xA;&lt;li&gt;Added a method to &lt;code&gt;RectAnimation&lt;/code&gt; to automatically add multiple rectangles from a spritesheet&lt;/li&gt;&#xA;&lt;li&gt;Added functions to the Lua API to retrieve the array of children of a node&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Fixes&#xA;    &lt;div id=&#34;fixes&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The minimum and maximum values of a joystick axis are now queried on Android&lt;/li&gt;&#xA;&lt;li&gt;When calling &lt;code&gt;Sprite::setTexture()&lt;/code&gt; with the same texture the rectangle gets reset&lt;/li&gt;&#xA;&lt;li&gt;Create or destroy the Windows console if changing the console log level with the setter&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;November 2022&#xA;    &lt;div id=&#34;november-2022&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Improvements&#xA;    &lt;div id=&#34;improvements-1&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The version of the integrated Tracy has been updated to &lt;a href=&#34;https://github.com/wolfpld/tracy/releases/tag/v0.9&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v0.9&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;The version of the integrated ImGui has been updated to &lt;a href=&#34;https://github.com/ocornut/imgui/releases/tag/v1.89.1&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v1.89.1&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;It is now possible to choose the render mode used by a &lt;code&gt;TextNode&lt;/code&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;There is a new render mode for colored fonts that uses the sprite shader&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;On Android there is now always a fallback joystick mapping based on the default system configuration&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Fixes&#xA;    &lt;div id=&#34;fixes-1&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The joystick GUID calculation on Android has been updated to be again compatible with the SDL2 controller database&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;October 2022&#xA;    &lt;div id=&#34;october-2022&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Breaking Changes&#xA;    &lt;div id=&#34;breaking-changes-1&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The &lt;code&gt;IGfxDevice::setResolution()&lt;/code&gt; method has been removed. Depending on the full screen state, use &lt;code&gt;setWindowSize()&lt;/code&gt; or &lt;code&gt;setVideoMode()&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;The &lt;code&gt;inFullscreen&lt;/code&gt; and &lt;code&gt;isResizable&lt;/code&gt; flags of the &lt;code&gt;AppConfiguration&lt;/code&gt; class have been renamed to &lt;code&gt;fullScreen&lt;/code&gt; and &lt;code&gt;resizable&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;To query the supported video modes, you have to query the list of connected monitors with &lt;code&gt;IGfxDevice::numMonitors()&lt;/code&gt; and &lt;code&gt;IGfxDevice::monitor()&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;New Features&#xA;    &lt;div id=&#34;new-features&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;It is now possible to enumerate connected monitors on all desktop backends&#xA;&lt;ul&gt;&#xA;&lt;li&gt;You can now query window scaling and drawable resolution to better support HiDPI monitors&lt;/li&gt;&#xA;&lt;li&gt;The Lua API has been extended to support the new methods of the &lt;code&gt;IGfxDevice&lt;/code&gt; class&lt;/li&gt;&#xA;&lt;li&gt;There is a new &lt;code&gt;apptest_scaling&lt;/code&gt; application that shows automatic window size scaling&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Improvements&#xA;    &lt;div id=&#34;improvements-2&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Failing to load a file will now never exit the application&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Fixes&#xA;    &lt;div id=&#34;fixes-2&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Various fixes about window size, window position, and full screen&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;September 2022&#xA;    &lt;div id=&#34;september-2022&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;New Features&#xA;    &lt;div id=&#34;new-features-1&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;There is a new &lt;code&gt;onFilesDropped()&lt;/code&gt; input callback to support drag&amp;rsquo;n&amp;rsquo;drop from the system to the application window&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Improvements&#xA;    &lt;div id=&#34;improvements-3&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The JNI helper classes have been refactored to use global references and be more stable and secure&lt;/li&gt;&#xA;&lt;li&gt;Shader programs now detach shaders before deleting them, so they are really deleted and memory is freed&lt;/li&gt;&#xA;&lt;li&gt;The new &lt;code&gt;NCINE_UNDEFINED_SANITIZER&lt;/code&gt; CMake options adds support for the UBSan of GCC and Clang&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Fixes&#xA;    &lt;div id=&#34;fixes-3&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The Android manifest has been updated to allow compilation on latest Android versions&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;August 2022&#xA;    &lt;div id=&#34;august-2022&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Improvements&#xA;    &lt;div id=&#34;improvements-4&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Improvements to &lt;code&gt;ParticleSystem&lt;/code&gt; and to particle affector classes&#xA;&lt;ul&gt;&#xA;&lt;li&gt;It is now possible to add affector steps out of order&lt;/li&gt;&#xA;&lt;li&gt;A new getter method in &lt;code&gt;ParticleSystem&lt;/code&gt; allows the manipulation of affectors&lt;/li&gt;&#xA;&lt;li&gt;Affector steps can be manipulated via a new Lua API&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;A new &lt;code&gt;AudioStreamPlayer&lt;/code&gt; getter returns the sample offset relative to the whole stream&lt;/li&gt;&#xA;&lt;li&gt;The audio, font, and particles apptests have brand new ImGui interfaces&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;July 2022&#xA;    &lt;div id=&#34;july-2022&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Breaking Changes&#xA;    &lt;div id=&#34;breaking-changes-2&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The viewport chain is now an array accessible with the static &lt;code&gt;Viewport::chain()&lt;/code&gt; method&lt;/li&gt;&#xA;&lt;li&gt;The &lt;code&gt;Application::rootViewport()&lt;/code&gt; method has been renamed to &lt;code&gt;screenViewport()&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;The &lt;code&gt;GLShaderAttributes&lt;/code&gt; class have been deleted and its functionalities transferred to &lt;code&gt;GLShaderProgram&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Added the &lt;code&gt;get_&lt;/code&gt; prefix to some Lua getters of the &lt;code&gt;MeshSprite&lt;/code&gt; class&lt;/li&gt;&#xA;&lt;li&gt;The Android sources are now an independant module inside the &lt;code&gt;app&lt;/code&gt; directory&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;New Features&#xA;    &lt;div id=&#34;new-features-2&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;New &lt;code&gt;Shader&lt;/code&gt; and &lt;code&gt;ShaderState&lt;/code&gt; classes to support custom user shaders (Lua API too)&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Mesh sprites now support custom vertex format, if the appropriate shader is provided&lt;/li&gt;&#xA;&lt;li&gt;The &lt;code&gt;script.lua&lt;/code&gt; example has been updated to show post-processing using viewports and shaders&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;Added support for multi-texturing and multiple render targets&lt;/li&gt;&#xA;&lt;li&gt;A new &lt;code&gt;apptest_shaders&lt;/code&gt; application has been added to test custom shaders with batching&#xA;&lt;ul&gt;&#xA;&lt;li&gt;It shows post-processing blur, normal mapping, and bloom&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Improvements&#xA;    &lt;div id=&#34;improvements-5&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The version of the integrated Tracy has been updated to &lt;a href=&#34;https://github.com/wolfpld/tracy/releases/tag/v0.8.2&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v0.8.2&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;The render batcher is now able to deal with custom shaders, providing the user writes a batched shader&lt;/li&gt;&#xA;&lt;li&gt;Improved and simplified API for viewports (also ported to Lua)&lt;/li&gt;&#xA;&lt;li&gt;Added methods to set OpenGL debugging labels for shaders, textures, and viewport&amp;rsquo;s FBOs&lt;/li&gt;&#xA;&lt;li&gt;There is now an &lt;code&gt;onDrawViewport()&lt;/code&gt; callback that you can use to set shader uniforms when drawing a particular viewport&lt;/li&gt;&#xA;&lt;li&gt;There is also an &lt;code&gt;onResizeWindow()&lt;/code&gt; callback that can be useful to recreate post-processing viewport textures&lt;/li&gt;&#xA;&lt;li&gt;Added missing getters and more methods to the Lua API of the &lt;code&gt;MeshSprite&lt;/code&gt; class&lt;/li&gt;&#xA;&lt;li&gt;Updated support for Gradle plugin 7.2.0, build tools 33.0.0, and NDK r25 on Android&lt;/li&gt;&#xA;&lt;li&gt;Added support for the &lt;code&gt;Vector4&lt;/code&gt; class in the Lua API&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Fixes&#xA;    &lt;div id=&#34;fixes-4&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Added the missing SceneNode::lastFrameUpdated() method to the Lua API&lt;/li&gt;&#xA;&lt;li&gt;You will never see again errors about reserved OpenGL uniforms or attributes not being found (like &lt;code&gt;gl_VertexID&lt;/code&gt;)&lt;/li&gt;&#xA;&lt;li&gt;Non-compiling shaders will not fatal assert like they did before&lt;/li&gt;&#xA;&lt;li&gt;Fixes to the methods dealing with vertices and indices of the Lua API of the &lt;code&gt;MeshSprite&lt;/code&gt; class&lt;/li&gt;&#xA;&lt;li&gt;The &lt;code&gt;minBatchSize&lt;/code&gt;/&lt;code&gt;maxBatchSize&lt;/code&gt; rendering settings have been fixed and will not cause flickering when batching&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;June 2022&#xA;    &lt;div id=&#34;june-2022&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Breaking Changes&#xA;    &lt;div id=&#34;breaking-changes-3&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Added the &lt;code&gt;get_&lt;/code&gt; prefix to some Lua getters of the &lt;code&gt;Application&lt;/code&gt; and &lt;code&gt;IAudioDevice&lt;/code&gt; classes&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Improvements&#xA;    &lt;div id=&#34;improvements-6&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The version of the integrated ImGui has been updated to &lt;a href=&#34;https://github.com/ocornut/imgui/releases/tag/v1.88&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v1.88&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;No more crashes when dereferencing Lua light user data pointers of the wrong type&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The tracking of pointers to C++ objects created in Lua has improved a lot&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Fixes&#xA;    &lt;div id=&#34;fixes-5&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Trying to play a sound when there are no available audio players will not crash the application&lt;/li&gt;&#xA;&lt;li&gt;Fixed the parameters retrieving of Lua joystick state functions&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;May 2022&#xA;    &lt;div id=&#34;may-2022&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Breaking Changes&#xA;    &lt;div id=&#34;breaking-changes-4&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Added the &lt;code&gt;get_&lt;/code&gt; prefix to the Lua getters of the &lt;code&gt;Font&lt;/code&gt; class&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Improvements&#xA;    &lt;div id=&#34;improvements-7&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The version of the integrated Tracy has been updated to &lt;a href=&#34;https://github.com/wolfpld/tracy/releases/tag/v0.8.1&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v0.8.1&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;Added a static method to the &lt;code&gt;TextNode&lt;/code&gt; class to calculate the boundaries for arbitrary text and font&lt;/li&gt;&#xA;&lt;li&gt;The &lt;code&gt;Font&lt;/code&gt; class can now be constructed using an existent &lt;code&gt;Texture&lt;/code&gt; object&#xA;&lt;ul&gt;&#xA;&lt;li&gt;This allows for texture sharing (like an atlas) or textures constructed from texels&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;April 2022&#xA;    &lt;div id=&#34;april-2022&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Breaking Changes&#xA;    &lt;div id=&#34;breaking-changes-5&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The &lt;code&gt;DrawableNode::LayerBase&lt;/code&gt; enumeration has been deleted&#xA;&lt;ul&gt;&#xA;&lt;li&gt;This also means that &lt;code&gt;TextNode&lt;/code&gt; will not be on a higher layer by default&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;The &lt;code&gt;SceneNode::draw()&lt;/code&gt; method now returns a boolean to indicate if it has been rendered&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;New Features&#xA;    &lt;div id=&#34;new-features-3&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;You can set the layer of a &lt;code&gt;SceneNode&lt;/code&gt; and it will carry this value over to its children&#xA;&lt;ul&gt;&#xA;&lt;li&gt;A child node with a layer different than 0 will not inherit it from its parent&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;Added a scenegraph visit order when sorting the rendering commands&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Improvements&#xA;    &lt;div id=&#34;improvements-8&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The &lt;code&gt;apptest_anchor&lt;/code&gt; application can now show and modify all the different order and layer values&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Fixes&#xA;    &lt;div id=&#34;fixes-6&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The &lt;code&gt;apptest_scene&lt;/code&gt; and &lt;code&gt;apptest_viewports&lt;/code&gt; applications now work correctly on Qt5&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;March 2022&#xA;    &lt;div id=&#34;march-2022&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Breaking Changes&#xA;    &lt;div id=&#34;breaking-changes-6&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The &lt;code&gt;Object::name()&lt;/code&gt; method now returns an array of characters&lt;/li&gt;&#xA;&lt;li&gt;Inverted position and rotation view values for the &lt;code&gt;Camera&lt;/code&gt;. It will now behave as an object that you move around the scene.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Improvements&#xA;    &lt;div id=&#34;improvements-9&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The version of the integrated Tracy has been updated to &lt;a href=&#34;https://github.com/wolfpld/tracy/releases/tag/v0.8&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v0.8&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;Allow a relative path from executables to data on Linux&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Fixes&#xA;    &lt;div id=&#34;fixes-7&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Fixed an issue with ImGui and Nuklear uploading VBOs before setting a vertex format (and consequently a VAO)&lt;/li&gt;&#xA;&lt;li&gt;Map and set containers can now perform a rehash when their values or keys are non-copyable classes&lt;/li&gt;&#xA;&lt;li&gt;Updating node transformation before committing uniform blocks&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;February 2022&#xA;    &lt;div id=&#34;february-2022&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;New Features&#xA;    &lt;div id=&#34;new-features-4&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;There is now a new &lt;code&gt;nctl::StaticString&lt;/code&gt; class that stores its characters on the stack&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Improvements&#xA;    &lt;div id=&#34;improvements-10&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The version of the integrated ImGui has been updated to &lt;a href=&#34;https://github.com/ocornut/imgui/releases/tag/v1.87&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v1.87&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;Using the new event-based ImGui input API on all backends&lt;/li&gt;&#xA;&lt;li&gt;Math classes like vectors, matrices, and quaternions will now initialize their members in the default constructor&lt;/li&gt;&#xA;&lt;li&gt;Disabling the cursor will now enable a relative mouse motion if supported (SDL and GLFW)&lt;/li&gt;&#xA;&lt;li&gt;The Qt5 widget exposes a flag to disable per-frame updates&lt;/li&gt;&#xA;&lt;li&gt;It is now possible to retrieve last frame AABB of a &lt;code&gt;DrawableNode&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;More information will be presented when the OpenGL debug context is enabled (marker annotations)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Fixes&#xA;    &lt;div id=&#34;fixes-8&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The fixed capacity property is now correctly initialized when copy constructing, move constructing, and move assign a &lt;code&gt;String&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;A &lt;code&gt;Sprite&lt;/code&gt; or a &lt;code&gt;MeshSprite&lt;/code&gt; without a texture would make the application crash when a texture was assigned&lt;/li&gt;&#xA;&lt;li&gt;A &lt;code&gt;TextNode&lt;/code&gt; without a font would make the application crash when a font was assigned&lt;/li&gt;&#xA;&lt;li&gt;A scene node with a negative scale factor will invert its rotation sign&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;January 2022&#xA;    &lt;div id=&#34;january-2022&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Breaking Changes&#xA;    &lt;div id=&#34;breaking-changes-7&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The public &lt;code&gt;x&lt;/code&gt; and &lt;code&gt;y&lt;/code&gt; fields of a &lt;code&gt;SceneNode&lt;/code&gt; have been made protected for consistency&lt;/li&gt;&#xA;&lt;li&gt;The &lt;code&gt;IGfxDevice&lt;/code&gt; interface cannot set the OpenGL viewport and clear color, use viewports instead&lt;/li&gt;&#xA;&lt;li&gt;The ImGui and Nuklear layer settings are part of the GUI settings structure in the &lt;code&gt;Application&lt;/code&gt; class&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;New Features&#xA;    &lt;div id=&#34;new-features-5&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Multiple viewports to support offscreen rendering or split screen&lt;/li&gt;&#xA;&lt;li&gt;A camera system to move around without transforming a parent node (slow on the CPU)&lt;/li&gt;&#xA;&lt;li&gt;The viewport and camera systems can also be used via the Lua API&lt;/li&gt;&#xA;&lt;li&gt;A new &lt;code&gt;apptest_viewports&lt;/code&gt; application has been added to test the viewport and camera systems&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Improvements&#xA;    &lt;div id=&#34;improvements-11&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Dirty bits to update shader uniforms only when they change&lt;/li&gt;&#xA;&lt;li&gt;Dirty bits to transform a node or update its AABB only when needed&lt;/li&gt;&#xA;&lt;li&gt;There is now a centralized pool of render commands that serves multiple classes&lt;/li&gt;&#xA;&lt;li&gt;There are now OpenGL state classes to track the viewport and the clear color&lt;/li&gt;&#xA;&lt;li&gt;The &lt;code&gt;Rect&lt;/code&gt; class has some new useful manipulation methods (also in the Lua API)&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>June 2020 - December 2021</title>
      <link>https://ncine.github.io/changelog/jun2020_dec2021/</link>
      <pubDate>Wed, 01 Dec 2021 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/changelog/jun2020_dec2021/</guid>
      <description>&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Breaking Changes&#xA;    &lt;div id=&#34;breaking-changes&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The &lt;code&gt;nctl::Array&lt;/code&gt; and &lt;code&gt;nctl::StaticArray&lt;/code&gt; subscript operator will not grow the array size&lt;/li&gt;&#xA;&lt;li&gt;The return type of the &lt;code&gt;createAppEventHandler&lt;/code&gt; function has been changed to a unique pointer&lt;/li&gt;&#xA;&lt;li&gt;The &lt;code&gt;SceneNode&lt;/code&gt; query methods for drawing and updating have been prefixed with &lt;code&gt;is&lt;/code&gt;, for example &lt;code&gt;isEnabled()&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;The &lt;code&gt;setWidth()&lt;/code&gt; and &lt;code&gt;setHeight()&lt;/code&gt; methods of the &lt;code&gt;BaseSprite&lt;/code&gt; class have been removed&lt;/li&gt;&#xA;&lt;li&gt;The &lt;code&gt;errorToString()&lt;/code&gt; function of the &lt;code&gt;LuaDebug&lt;/code&gt; namespace has been renamed to correct a typo&lt;/li&gt;&#xA;&lt;li&gt;The parameters order of &lt;code&gt;LuaStateManager::runFromMemory()&lt;/code&gt; has changed&lt;/li&gt;&#xA;&lt;li&gt;The default line height of a &lt;code&gt;TextNode&lt;/code&gt; object is now its font line height instead of the base&lt;/li&gt;&#xA;&lt;li&gt;The &lt;code&gt;AnimatedSprite&lt;/code&gt; class now stores &lt;code&gt;RectAnimation&lt;/code&gt; objects instead of smart pointers&lt;/li&gt;&#xA;&lt;li&gt;The type alias declarations for hash containers with string keys have been removed&lt;/li&gt;&#xA;&lt;li&gt;The &lt;code&gt;run()&lt;/code&gt; method of the &lt;code&gt;LuaStateManager&lt;/code&gt; class has been renamed to &lt;code&gt;runFromFile()&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;The &lt;code&gt;onFrameEnd()&lt;/code&gt; callback is now invoked before the OpenGL buffers swap&lt;/li&gt;&#xA;&lt;li&gt;The &lt;code&gt;assign()&lt;/code&gt; method of &lt;code&gt;nctl::String&lt;/code&gt; will now always truncate the destination&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The new &lt;code&gt;replace()&lt;/code&gt; method wil behave like the old &lt;code&gt;assign()&lt;/code&gt; method&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;Pushing an element beyond the capacity of an array will now cause a fatal assert&lt;/li&gt;&#xA;&lt;li&gt;Popping an element from an empty array will now cause a fatal assert&lt;/li&gt;&#xA;&lt;li&gt;Retrieving a front or a back element from an empty array will now cause a fatal assert&lt;/li&gt;&#xA;&lt;li&gt;Retrieving a front or a back element from an empty list will now cause a fatal assert&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;New Features&#xA;    &lt;div id=&#34;new-features&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The engine now supports custom memory allocators&#xA;&lt;ul&gt;&#xA;&lt;li&gt;All containers have been updated to allow the specification of an allocator&lt;/li&gt;&#xA;&lt;li&gt;Unique pointers support custom deleters in a compressed pair&lt;/li&gt;&#xA;&lt;li&gt;A new &lt;code&gt;apptest_allocators&lt;/code&gt; application has been added to test the four included allocator types&lt;/li&gt;&#xA;&lt;li&gt;You can set a name for an allocator and it will be used in &lt;a href=&#34;https://github.com/wolfpld/tracy/releases/tag/v0.7.3&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Tracy&lt;/a&gt; too&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;The FileSystem API now supports Android asset FileSystem&lt;/li&gt;&#xA;&lt;li&gt;It is now possible to load textures, sounds and fonts from memory buffers&lt;/li&gt;&#xA;&lt;li&gt;There is a new loading API for resources as textures, sounds, and fonts&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The user can create empty resources and load data at a later time&lt;/li&gt;&#xA;&lt;li&gt;Data can be loaded inside a resource multiple times&lt;/li&gt;&#xA;&lt;li&gt;Failed loads will never result in a fatal assert nor modify a resource&lt;/li&gt;&#xA;&lt;li&gt;A texture can be loaded from uncompressed texels and audio from PCM samples&lt;/li&gt;&#xA;&lt;li&gt;A new &lt;code&gt;apptest_loading&lt;/code&gt; application has been added to test the enhanced loading capabilities&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;Sprites can be created without a texture, they will be rendered in solid color with a simpler shader&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;TextNode&lt;/code&gt; objects can be created without assigning a &lt;code&gt;Font&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;AudioBufferPlayer&lt;/code&gt; can be created without assigning an &lt;code&gt;AudioBuffer&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;It is now possible to move construct or move assign resource and node classes&lt;/li&gt;&#xA;&lt;li&gt;A &lt;code&gt;clone()&lt;/code&gt; method has been added to node classes to perform an object copy&lt;/li&gt;&#xA;&lt;li&gt;A new &lt;code&gt;onTextInput&lt;/code&gt; event has been added to receive UTF-8 characters&lt;/li&gt;&#xA;&lt;li&gt;It is now possible to query and set the window position on all desktop backends&lt;/li&gt;&#xA;&lt;li&gt;There is now an &lt;code&gt;onPostUpdate()&lt;/code&gt; callback that you can use to access the node transform for the current frame&#xA;&lt;ul&gt;&#xA;&lt;li&gt;It is also possible to change it inside the callback by using &lt;code&gt;SceneNode::setWorldMatrix()&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;The &lt;code&gt;nctl::String&lt;/code&gt; class will now automatically reallocate memory to expand its capacity and never truncate by default&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The old behavior is still available by specifying the &lt;code&gt;nctl::StringMode::FIXED_CAPACITY&lt;/code&gt; option&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;The template project files are now part of the engine&#xA;&lt;ul&gt;&#xA;&lt;li&gt;You only need a simple &lt;code&gt;CMakeLists.txt&lt;/code&gt; file for your project&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;You can save a texture from video memory to RAM and then from RAM to disk as a PNG or WebP image&lt;/li&gt;&#xA;&lt;li&gt;On desktop platforms the &lt;code&gt;IGfxDevice&lt;/code&gt; provides a &lt;code&gt;flashWindow()&lt;/code&gt; method to make the taskbar flash&lt;/li&gt;&#xA;&lt;li&gt;nCine can now run on a &lt;a href=&#34;https://www.raspberrypi.com/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Raspberry Pi&lt;/a&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Various fixes to better support OpenGL ES features and older CMake versions&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;It is now possible to disable the scripting API while retaining the Lua integration&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Improvements&#xA;    &lt;div id=&#34;improvements&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The version of the integrated Tracy has been updated to &lt;a href=&#34;https://github.com/wolfpld/tracy/releases/tag/v0.7.8&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v0.7.8&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;The version of the integrated ImGui has been updated to &lt;a href=&#34;https://github.com/ocornut/imgui/releases/tag/v1.86&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v1.86&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;The version of the integrated Google Test has been updated to &lt;a href=&#34;https://github.com/google/googletest/releases/tag/release-1.11.0&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v1.11.0&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;The version of the integrated Google Benchmark has been updated to &lt;a href=&#34;https://github.com/google/benchmark/releases/tag/v1.6.1&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v1.6.1&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;All containers now split the allocation phase from object construction&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Creating a container will only reserve memory for the elements&lt;/li&gt;&#xA;&lt;li&gt;Inserting or removing elements will trigger construction and destruction&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;On Android unfound libraries will not be linked anymore to the game library&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The Java activity will not load the nCine or OpenAL libraries if unneeded&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;It is now possible to set the ARGB components of a color with a hexadecimal code&lt;/li&gt;&#xA;&lt;li&gt;The &lt;code&gt;nctl::String&lt;/code&gt; class can now decode &lt;a href=&#34;http://unicode.org&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Unicode&lt;/a&gt; code points from UTF-8 strings and vice versa&lt;/li&gt;&#xA;&lt;li&gt;The &lt;code&gt;Font&lt;/code&gt; class now supports Unicode characters exported in the Fnt descriptor file&lt;/li&gt;&#xA;&lt;li&gt;The Android software keyboard visibility can be toggled on and off&lt;/li&gt;&#xA;&lt;li&gt;The seek position of an audio buffer can be queried and modified&lt;/li&gt;&#xA;&lt;li&gt;It is now possible to set a custom line height for a &lt;code&gt;TextNode&lt;/code&gt; object&lt;/li&gt;&#xA;&lt;li&gt;When loading a RGB texture it is possible to treat a color as transparent&lt;/li&gt;&#xA;&lt;li&gt;You can now use &lt;code&gt;nctl::String&lt;/code&gt; and &lt;code&gt;const char *&lt;/code&gt; as keys for hash containers without specifing an hash function&lt;/li&gt;&#xA;&lt;li&gt;There is a new &lt;code&gt;removeAllChildrenNodes()&lt;/code&gt; method in the &lt;code&gt;SceneNode&lt;/code&gt; class&lt;/li&gt;&#xA;&lt;li&gt;You can retrieve the current &lt;code&gt;RectAnimation&lt;/code&gt; of an &lt;code&gt;AnimatedSprite&lt;/code&gt; with the &lt;code&gt;currentAnimation()&lt;/code&gt; method&lt;/li&gt;&#xA;&lt;li&gt;Errors in Lua scripts will not cause the engine to assert and exit&#xA;&lt;ul&gt;&#xA;&lt;li&gt;It is now possible to load a Lua script without running it&lt;/li&gt;&#xA;&lt;li&gt;More information will be provided when a script fails to load or to run&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;The engine project is now shipping with an &lt;a href=&#34;https://editorconfig.org/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;.editorconfig&lt;/a&gt; configuration file&lt;/li&gt;&#xA;&lt;li&gt;The OpenGL class that keeps track of the blending state can now use separate functions for RRB and alpha&lt;/li&gt;&#xA;&lt;li&gt;The file extension comparison method is now case-insensitive&lt;/li&gt;&#xA;&lt;li&gt;The &lt;code&gt;FileSystem&lt;/code&gt; class returns constant strings to prevent move assignemnt and any modification to the capacity of destination ones&lt;/li&gt;&#xA;&lt;li&gt;There is now a &lt;code&gt;fixExtension()&lt;/code&gt; function in the &lt;code&gt;FileSystem&lt;/code&gt; class to assure that a file has the intended extension&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Fixes&#xA;    &lt;div id=&#34;fixes&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;GCC hardening compiler flags have been fixed with the explicit addition of PIE flags&lt;/li&gt;&#xA;&lt;li&gt;The root node of the scenegraph now honors its own transformations&lt;/li&gt;&#xA;&lt;li&gt;The buffer of an &lt;code&gt;AudioBufferPlayer&lt;/code&gt; class was not detached from the OpenAL source when it finished playing&lt;/li&gt;&#xA;&lt;li&gt;The &lt;code&gt;setSize()&lt;/code&gt; method of &lt;code&gt;nctl::Array&lt;/code&gt; will now create objects when extending an array size&lt;/li&gt;&#xA;&lt;li&gt;The ImGui and Nuklear drawing commands were previously appended to the render queue with one frame delay&lt;/li&gt;&#xA;&lt;li&gt;Fix &lt;code&gt;ncine.sprite.set_flipped_x()&lt;/code&gt; and &lt;code&gt;set_flipped_y()&lt;/code&gt; functions in the Lua API&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;November 2019 - May 2020&#xA;    &lt;div id=&#34;november-2019---may-2020&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Breaking Changes&#xA;    &lt;div id=&#34;breaking-changes-1&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Removed &lt;code&gt;flipX()&lt;/code&gt; and &lt;code&gt;flipY()&lt;/code&gt; sprite methods&#xA;&lt;ul&gt;&#xA;&lt;li&gt;They have been superseded by &lt;code&gt;setFlippedX()&lt;/code&gt; and &lt;code&gt;setFlippedY()&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;Removed &lt;code&gt;setOpaqueTexture()&lt;/code&gt; sprite method&#xA;&lt;ul&gt;&#xA;&lt;li&gt;You can achieve the same result with the general &lt;code&gt;setBlendingEnabled(false)&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;The &lt;code&gt;Matrix4x4&amp;lt;T&amp;gt;::scale()&lt;/code&gt; static method has been renamed to &lt;code&gt;Matrix4x4&amp;lt;T&amp;gt;::scaling()&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;The &lt;code&gt;dataPath()&lt;/code&gt; and &lt;code&gt;savePath()&lt;/code&gt; methods of &lt;code&gt;IFile&lt;/code&gt; have been moved to the new &lt;code&gt;FileSystem&lt;/code&gt; class&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The &lt;code&gt;access()&lt;/code&gt; method of &lt;code&gt;IFile&lt;/code&gt; have been superseded by the more powerful query methods of the &lt;code&gt;FileSystem&lt;/code&gt; class&lt;/li&gt;&#xA;&lt;li&gt;The &lt;code&gt;nc.application.datapath()&lt;/code&gt; Lua function is now &lt;code&gt;nc.fs.get_datapath()&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;The &lt;code&gt;children()&lt;/code&gt; method of a &lt;code&gt;SceneNode&lt;/code&gt; now returns a &lt;code&gt;nctl::Array&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;New Features&#xA;    &lt;div id=&#34;new-features-1&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Scene nodes support anchor points and non-uniform scaling&#xA;&lt;ul&gt;&#xA;&lt;li&gt;There is a new &lt;code&gt;apptest_anchor&lt;/code&gt; application that shows all new node features&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;Drawable nodes support custom alpha blending factors&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&#34;https://github.com/Immediate-Mode-UI/Nuklear&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Nuklear&lt;/a&gt; integration for fully skinnable user interfaces&lt;/li&gt;&#xA;&lt;li&gt;You can now embed the whole engine inside a Qt5 widget by choosing the Qt5 desktop backend&#xA;&lt;ul&gt;&#xA;&lt;li&gt;If the &lt;a href=&#34;https://doc.qt.io/qt-5/qtgamepad-module.html&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Qt Gamepad&lt;/a&gt; library is available it will be used for gamepad input events&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;Touch events are supported on desktop through the SDL2 and Qt5 backends&#xA;&lt;ul&gt;&#xA;&lt;li&gt;They now also provide information about touch pressure&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;The &lt;code&gt;FileSystem&lt;/code&gt; class has been added to help you query and manipulate paths, files, and directories&#xA;&lt;ul&gt;&#xA;&lt;li&gt;It comes with a new &lt;code&gt;apptest_filebrowser&lt;/code&gt; application that shows an ImGui based file browser&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;ImGui and Nuklear integrations support custom fonts loading&lt;/li&gt;&#xA;&lt;li&gt;Added a new unclamped three channels &lt;code&gt;ColorHdr&lt;/code&gt; class&lt;/li&gt;&#xA;&lt;li&gt;The &lt;code&gt;IAppEventHandler&lt;/code&gt; class now receives &lt;code&gt;onSuspend()&lt;/code&gt; and &lt;code&gt;onResume()&lt;/code&gt; events&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Improvements&#xA;    &lt;div id=&#34;improvements-1&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The logging system is initialized earlier and can be used inside &lt;code&gt;onPreInit()&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;The Android asset manager is initialized earlier and can be used inside &lt;code&gt;onPreInit()&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Handling of windows resizing events has been fixed&lt;/li&gt;&#xA;&lt;li&gt;Emscripten applications react to window resizing and fullscreen events&lt;/li&gt;&#xA;&lt;li&gt;Emscripten applications can now load and save local files&lt;/li&gt;&#xA;&lt;li&gt;Sprite flipping methods now take a status flag&lt;/li&gt;&#xA;&lt;li&gt;The version of the integrated Tracy has gone from &lt;a href=&#34;https://bitbucket.org/wolfpld/tracy/src/v0.5/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v0.5&lt;/a&gt; to &lt;a href=&#34;https://bitbucket.org/wolfpld/tracy/src/v0.6.3/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v0.6.3&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;The version of the integrated ImGui has gone from &lt;a href=&#34;https://github.com/ocornut/imgui/releases/tag/v1.73&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v1.73&lt;/a&gt; to &lt;a href=&#34;https://github.com/ocornut/imgui/releases/tag/v1.76&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v1.76&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;Deletion of children scene nodes upon parent destruction has been made optional&lt;/li&gt;&#xA;&lt;li&gt;The &lt;code&gt;Matrix4x4&amp;lt;T&amp;gt;&lt;/code&gt; can now translate, rotate and scale in place, avoiding a full matrix multiplication&#xA;&lt;ul&gt;&#xA;&lt;li&gt;It can now also be multiplied on the right side of a vector&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;Automatic sprite batching is now available on Emscripten&#xA;&lt;ul&gt;&#xA;&lt;li&gt;You can choose the fixed batch size with a variable in the &lt;code&gt;AppConfiguration&lt;/code&gt; class&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;Added support for &lt;a href=&#34;http://angleproject.org&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Google ANGLE&lt;/a&gt; libraries on Windows&lt;/li&gt;&#xA;&lt;li&gt;Sorting of render commands is now stable&#xA;&lt;ul&gt;&#xA;&lt;li&gt;If two commands have the same material sorting key then a secondary key based on node creation time is used&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;All kind of hashmap and hashset containers can now correctly use &lt;code&gt;const char *&lt;/code&gt; as key type&lt;/li&gt;&#xA;&lt;li&gt;Added two low-level classes to save textures as Png or WebP images&lt;/li&gt;&#xA;&lt;li&gt;It is now possible to set the swap interval on all desktop backends with &lt;code&gt;IGfxDevice::setSwapInterval()&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;The new &lt;code&gt;String::append(const char *)&lt;/code&gt; overload will prevent allocating a string object when appending&lt;/li&gt;&#xA;&lt;li&gt;Visiting the scenegraph should be faster as children are now stored in an array instead of a list&lt;/li&gt;&#xA;&lt;li&gt;The new unordered remove methods of arrays will remove elements faster when preserving order is not required&lt;/li&gt;&#xA;&lt;li&gt;The debug overlay interface has now a node inspector to query and modify nodes in the scene&lt;/li&gt;&#xA;&lt;li&gt;Android Gradle Plugin, Build Tools, &lt;code&gt;compileSDKVersion&lt;/code&gt; and &lt;code&gt;targetSDKVersion&lt;/code&gt; have all been updated to newer versions&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Fixes&#xA;    &lt;div id=&#34;fixes-1&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The Emscripten port compiles with upstream LLVM WebAssembly backend&lt;/li&gt;&#xA;&lt;li&gt;Some minor fixes in the color classes code&lt;/li&gt;&#xA;&lt;li&gt;Culling of drawable nodes works with negative scaling factors&lt;/li&gt;&#xA;&lt;li&gt;Scene nodes are now correctly transformed before children thus eliminating any update delay with nodes chains&lt;/li&gt;&#xA;&lt;li&gt;Caching of &lt;code&gt;TextNode&lt;/code&gt; boundaries does not introduce a one frame delay on update&lt;/li&gt;&#xA;&lt;li&gt;The Lua stack is now cleaned after a failure in calling a function&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Previously the stack would easily overflow if some callbacks were not defined&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;String lenght is now updated if a string is truncated when using a formatting method&lt;/li&gt;&#xA;&lt;li&gt;Fixed OpenGL FBO wrapper class when dealing with reading and drawing buffers&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>nCine used at university</title>
      <link>https://ncine.github.io/news/2021-10-11-artificial-intelligence-course/</link>
      <pubDate>Mon, 11 Oct 2021 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/news/2021-10-11-artificial-intelligence-course/</guid>
      <description>&lt;p&gt;The nCine has been recommended as the framework to be used by students for the second lesson homerwork of the &lt;a href=&#34;https://gamedev.cuni.cz/study/courses-history/courses-2021-2022/artificial-intelligence-for-computer-games-winter-2021-22/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Artificial Intelligence for Computer Games&lt;/a&gt; course at the prestigious Charles University in Prague.&lt;/p&gt;&#xA;&lt;p&gt;Many thanks to Dr. Jakub Gemrot for choosing the project, for providing a custom installation guide for students, and for his &lt;a href=&#34;https://github.com/nCine/nCine/issues/15&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;feedback&lt;/a&gt; about the Windows build instructions.&lt;/p&gt;&#xA;&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;Artificial Intelligence for Computer Games&#34;&#xA;    src=&#34;/img/posts/ai_course.png&#34;&#xA;    &gt;&lt;figcaption&gt;Artificial Intelligence for Computer Games&lt;/figcaption&gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;</description>
      
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    <item>
      <title>The Runtime Podcast</title>
      <link>https://ncine.github.io/news/2021-07-23-runtime-podcast/</link>
      <pubDate>Fri, 23 Jul 2021 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/news/2021-07-23-runtime-podcast/</guid>
      <description>&lt;p&gt;The nCine and its ten years of development are the main focus of the &lt;a href=&#34;https://runtimepodcast.com/#5&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;fifth episode&lt;/a&gt; of &lt;em&gt;The Runtime&lt;/em&gt;, a podcast about software development.&lt;/p&gt;&#xA;&lt;p&gt;I have been interviewed by &lt;a href=&#34;https://twitter.com/rafajkennedy&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Rafael Kennedy&lt;/a&gt; about my work on the nCine during those years: from why I felt the urge to start developing it to some of the design decisions and trade-offs I had to made.&lt;/p&gt;&#xA;&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;The Runtime&#34;&#xA;    src=&#34;/img/posts/runtime_podcast.png&#34;&#xA;    &gt;&lt;figcaption&gt;The Runtime&lt;/figcaption&gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;</description>
      
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    <item>
      <title>Ten years anniversary</title>
      <link>https://ncine.github.io/news/2021-06-19-ten-years/</link>
      <pubDate>Sat, 19 Jun 2021 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/news/2021-06-19-ten-years/</guid>
      <description>&lt;p&gt;Today marks the tenth anniversary since the first &lt;a href=&#34;https://github.com/nCine/nCine/commit/6bf318de68ed5c453eaacd867c8e83c853f64edc&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;commit&lt;/a&gt; in 2011!&lt;/p&gt;&#xA;&lt;p&gt;Happy birthday to the nCine! &amp;#x1f37e;&lt;/p&gt;&#xA;</description>
      
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    <item>
      <title>SpookyGhost released on GitHub!</title>
      <link>https://ncine.github.io/news/2021-05-23-spookyghost-foss/</link>
      <pubDate>Sun, 23 May 2021 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/news/2021-05-23-spookyghost-foss/</guid>
      <description>&lt;p&gt;&lt;a href=&#34;https://encelo.itch.io/spookyghost&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;SpookyGhost&lt;/a&gt;, the procedural sprite animation tool made with the nCine, has been released as FOSS.&lt;/p&gt;&#xA;&lt;p&gt;Not only it has now a MIT license but it has also been updated with many new features and bug fixes.&lt;/p&gt;&#xA;&lt;p&gt;On GitHub you will find the &lt;a href=&#34;https://github.com/SpookyGhost2D/SpookyGhost&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;SpookyGhost&lt;/a&gt; and the &lt;a href=&#34;https://github.com/SpookyGhost2D/SpookyGhost-data&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;SpookyGhost-data&lt;/a&gt; repositories along with the &lt;a href=&#34;https://spookyghost2d.github.com/docs&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;manual&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;You will also find the &lt;a href=&#34;/spookyghost&#34; &gt;demo&lt;/a&gt; among the &lt;a href=&#34;/web-tests&#34; &gt;web-tests&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;SpookyGhost&#34;&#xA;    src=&#34;/img/gallery/SpookyGhost.png&#34;&#xA;    &gt;&lt;figcaption&gt;SpookyGhost&lt;/figcaption&gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;</description>
      
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    <item>
      <title>ncJump</title>
      <link>https://ncine.github.io/news/2021-04-09-ncjump/</link>
      <pubDate>Fri, 09 Apr 2021 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/news/2021-04-09-ncjump/</guid>
      <description>&lt;p&gt;A new &lt;a href=&#34;https://github.com/Fahien/ncJump/releases/tag/2021.04&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;release&lt;/a&gt; of ncJump has been published today by &lt;a href=&#34;https://www.antoniocaggiano.eu/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Antonio &amp;ldquo;Fahien&amp;rdquo; Caggiano&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;ncJump is a platform game that uses Box2D for the physics, ImGui for the editor and of course the nCine.&#xA;It has been developed as an nCine reference version of the &lt;a href=&#34;https://cs50.harvard.edu/games/2018/weeks/4/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;CS50&amp;rsquo;s lecture 4&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;On Fahien&amp;rsquo;s GitHub you can find the &lt;a href=&#34;https://github.com/Fahien/ncJump&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;ncJump&lt;/a&gt;, &lt;a href=&#34;https://github.com/Fahien/ncJump-data&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;ncJump-data&lt;/a&gt; and &lt;a href=&#34;https://github.com/Fahien/ncJump-artifacts&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;ncJump-artifacts&lt;/a&gt; repositories.&lt;/p&gt;&#xA;&lt;p&gt;You can read progress update articles and interact with the author on both &lt;a href=&#34;https://github.com/nCine/nCine/discussions/10&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;GitHub Discussions&lt;/a&gt; and &lt;a href=&#34;https://fahien.itch.io/ncjump&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Itch.io&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;As with other nCine projects, there is an Emscripten version that you can try &lt;a href=&#34;https://www.antoniocaggiano.eu/ncJump-artifacts/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;online&lt;/a&gt; on Fahien&amp;rsquo;s site.&lt;/p&gt;&#xA;&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;ncJump&#34;&#xA;    src=&#34;/img/gallery/ncJump.png&#34;&#xA;    &gt;&lt;figcaption&gt;ncJump&lt;/figcaption&gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;</description>
      
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    <item>
      <title>ncTiledViewer</title>
      <link>https://ncine.github.io/gallery/nctiledviewer/</link>
      <pubDate>Mon, 25 Jan 2021 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/gallery/nctiledviewer/</guid>
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All Platforms&#xA;&#xA;&lt;/a&gt;&#xA;&#xA;&#xA;&lt;/div&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;ncTiledViewer&lt;/strong&gt; is a viewer for some of the map types that you can create with &lt;a href=&#34;https://www.mapeditor.org/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Tiled&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Controls&#xA;    &lt;div id=&#34;controls&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Use the mouse, the keyboard, the gamepad, or the touch screen to interact with the ImGui interface&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;B&lt;/code&gt; on the keyboard or &lt;code&gt;A&lt;/code&gt; on the gamepad will toggle batching&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;C&lt;/code&gt; on the keyboard or &lt;code&gt;B&lt;/code&gt; on the gamepad will toggle culling&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;H&lt;/code&gt; on the keyboard or &lt;code&gt;Start&lt;/code&gt; on the gamepad will hide or show the ImGui interface&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;Escape&lt;/code&gt; on the keyboard will close the file dialog window&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;CTRL + Q&lt;/code&gt; on the keyboard or &lt;code&gt;Guide&lt;/code&gt; on the gamepad will quit the application&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>ncTiledViewer</title>
      <link>https://ncine.github.io/news/2021-01-25-nctiledviewer/</link>
      <pubDate>Mon, 25 Jan 2021 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/news/2021-01-25-nctiledviewer/</guid>
      <description>&lt;p&gt;ncTiledViewer is a viewer for &lt;a href=&#34;https://www.mapeditor.org/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Tiled&lt;/a&gt; maps with an ImGui interface. It is able to parse TMX and TSX files using &lt;a href=&#34;https://pugixml.org/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;pugixml&lt;/a&gt; and then display the map using sprites.&lt;/p&gt;&#xA;&lt;p&gt;On GitHub you will find the &lt;a href=&#34;https://github.com/nCine/ncTiledViewer&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;ncTiledViewer&lt;/a&gt; and the &lt;a href=&#34;https://github.com/nCine/ncTiledViewer-data&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;ncTiledViewer-data&lt;/a&gt; repositories for you to build the application.&lt;/p&gt;&#xA;&lt;p&gt;You will also find the same &lt;a href=&#34;/nctiledviewer&#34; &gt;demo&lt;/a&gt; among the &lt;a href=&#34;/web-tests&#34; &gt;web-tests&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;ncTiledViewer&#34;&#xA;    src=&#34;/img/gallery/ncTiledViewer.png&#34;&#xA;    &gt;&lt;figcaption&gt;ncTiledViewer&lt;/figcaption&gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>Icculus Microgrant 2020</title>
      <link>https://ncine.github.io/news/2021-01-08-icculus-microgrant/</link>
      <pubDate>Fri, 08 Jan 2021 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/news/2021-01-08-icculus-microgrant/</guid>
      <description>&lt;p&gt;The new year brings great news: the nCine has been &lt;a href=&#34;https://icculus.org/microgrant2020/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;awarded&lt;/a&gt; one of the $250 microgrants from &lt;a href=&#34;https://twitter.com/icculus&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;icculus&lt;/a&gt;!&lt;/p&gt;&#xA;&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;icculus sponsor&#34;&#xA;    src=&#34;/img/posts/icculus_sponsor.png&#34;&#xA;    &gt;&lt;figcaption&gt;icculus sponsor&lt;/figcaption&gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;&lt;p&gt;For more information about previous year projects you can read the &lt;a href=&#34;https://icculus.org/microgrant2019/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;2019 edition&lt;/a&gt; article from icculus&amp;rsquo; personal blog.&lt;/p&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>ncJump</title>
      <link>https://ncine.github.io/gallery/ncjump/</link>
      <pubDate>Sat, 12 Dec 2020 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/gallery/ncjump/</guid>
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All Platforms&#xA;&#xA;&lt;/a&gt;&#xA;&#xA;&#xA;&lt;/div&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;ncJump&lt;/strong&gt; is a platform game built with the nCine by &lt;a href=&#34;https://github.com/Fahien&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Fahien&lt;/a&gt;, with an ImGui level editor and using Box2D for the physics.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Devlogs&lt;/strong&gt;: &lt;a href=&#34;https://github.com/nCine/nCine/discussions/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;NcJump: a jumping project&lt;/a&gt;&lt;/p&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Videos&#xA;    &lt;div id=&#34;videos&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;div style=&#34;position: relative; padding-bottom: 56.25%; height: 0; overflow: hidden;&#34;&gt;&#xA;      &lt;iframe allow=&#34;accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share; fullscreen&#34; loading=&#34;lazy&#34; referrerpolicy=&#34;strict-origin-when-cross-origin&#34; src=&#34;https://www.youtube.com/embed/ZKdDtJiIUdo?autoplay=0&amp;amp;controls=1&amp;amp;end=0&amp;amp;loop=0&amp;amp;mute=0&amp;amp;start=0&#34; style=&#34;position: absolute; top: 0; left: 0; width: 100%; height: 100%; border:0;&#34; title=&#34;ncJump running on the Steam Deck&#34;&gt;&lt;/iframe&gt;&#xA;    &lt;/div&gt;&#xA;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Controls&#xA;    &lt;div id=&#34;controls&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Use the mouse, the keyboard, the gamepad, or the touch screen to interact with the ImGui interface&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;W&lt;/code&gt;/&lt;code&gt;A&lt;/code&gt;/&lt;code&gt;S&lt;/code&gt;/&lt;code&gt;D&lt;/code&gt; on the keyboard, or moving the left gamepad stick will move the character&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;Space&lt;/code&gt; on the keyboard or &lt;code&gt;A&lt;/code&gt; on the gamepad will make the character jump&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;CTRL + Q&lt;/code&gt; on the keyboard will quit the game&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>JugiMapGuiDemo</title>
      <link>https://ncine.github.io/news/2020-11-24-jugimap-guidemo/</link>
      <pubDate>Tue, 24 Nov 2020 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/news/2020-11-24-jugimap-guidemo/</guid>
      <description>&lt;p&gt;There is a new &lt;a href=&#34;https://github.com/Jugilus/JugiMapFramework&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;JugiMap Framework&lt;/a&gt; demo published by &lt;a href=&#34;https://github.com/Jugilus/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Jugilus&lt;/a&gt; that shows the new GUI system.&lt;/p&gt;&#xA;&lt;p&gt;On GitHub you will find the &lt;a href=&#34;https://github.com/nCine/ncJugiMapGuiDemo&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;ncJugiMapGuiDemo&lt;/a&gt; and the &lt;a href=&#34;https://github.com/nCine/ncJugiMapGuiDemo-data&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;ncJugiMapGuiDemo-data&lt;/a&gt; repositories for you to build the test.&lt;/p&gt;&#xA;&lt;p&gt;You will also find the same &lt;a href=&#34;/web-tests/ncjugimap_guidemo&#34; &gt;demo&lt;/a&gt; among the &lt;a href=&#34;/web-tests&#34; &gt;web-tests&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;ncJugiMapGuiDemo&#34;&#xA;    src=&#34;/img/gallery/ncJugiMapGuiDemo.png&#34;&#xA;    &gt;&lt;figcaption&gt;ncJugiMapGuiDemo&lt;/figcaption&gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>ncJugiMapGuiDemo</title>
      <link>https://ncine.github.io/gallery/ncjugimap-guidemo/</link>
      <pubDate>Tue, 24 Nov 2020 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/gallery/ncjugimap-guidemo/</guid>
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All Platforms&#xA;&#xA;&lt;/a&gt;&#xA;&#xA;&#xA;&lt;/div&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;ncJugiMapGuiDemo&lt;/strong&gt; is the fourth of four framework demos of the &lt;a href=&#34;http://jugimap.com/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;JugiMap&lt;/a&gt; map editor.&#xA;It shows the custom GUI toolkit of JugiMap in action.&lt;/p&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Videos&#xA;    &lt;div id=&#34;videos&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;div style=&#34;position: relative; padding-bottom: 56.25%; height: 0; overflow: hidden;&#34;&gt;&#xA;      &lt;iframe allow=&#34;accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share; fullscreen&#34; loading=&#34;lazy&#34; referrerpolicy=&#34;strict-origin-when-cross-origin&#34; src=&#34;https://www.youtube.com/embed/XczWtdoh4kE?autoplay=0&amp;amp;controls=1&amp;amp;end=0&amp;amp;loop=0&amp;amp;mute=0&amp;amp;start=0&#34; style=&#34;position: absolute; top: 0; left: 0; width: 100%; height: 100%; border:0;&#34; title=&#34;ncJugiMapGuiDemo&#34;&gt;&lt;/iframe&gt;&#xA;    &lt;/div&gt;&#xA;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Controls&#xA;    &lt;div id=&#34;controls&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;p&gt;Use the mouse or the touch screen to interact with the interface.&lt;/p&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>C.I. migrated to GitHub Actions</title>
      <link>https://ncine.github.io/news/2020-11-04-github-actions/</link>
      <pubDate>Wed, 04 Nov 2020 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/news/2020-11-04-github-actions/</guid>
      <description>&lt;p&gt;All nCine projects are now continuously integrated using &lt;a href=&#34;https://github.com/features/actions&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;GitHub Actions&lt;/a&gt; workflows.&#xA;The old &lt;a href=&#34;https://dev.azure.com/encelo/nCine/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Azure Pipelines&lt;/a&gt; setup has been disabled and it will not be used anymore.&lt;/p&gt;&#xA;&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;GitHub Actions&#34;&#xA;    src=&#34;/img/posts/github_actions.png&#34;&#xA;    &gt;&lt;figcaption&gt;GitHub Actions&lt;/figcaption&gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;&lt;p&gt;With this migration, the C.I. is now more integrated with the code as everything is accessible from GitHub.&#xA;For example, have a look at the &lt;a href=&#34;https://github.com/nCine/nCine/actions&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;nCine&lt;/a&gt; actions page showing the building workflows.&#xA;You will also notice the new &lt;a href=&#34;https://github.blog/2020-09-30-code-scanning-is-now-available/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;CodeQL&lt;/a&gt; workflow and status badges in the &lt;a href=&#34;https://github.com/nCine/nCine/blob/master/README.md&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;README.md&lt;/a&gt; file.&lt;/p&gt;&#xA;&lt;p&gt;There is also another news related to building the source code: the &lt;code&gt;develop&lt;/code&gt; branch does not exist anymore.&#xA;It is a transition from the &lt;a href=&#34;https://nvie.com/posts/a-successful-git-branching-model/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Git Flow&lt;/a&gt; model to &lt;a href=&#34;https://guides.github.com/introduction/flow/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;GitHub Flow&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Improvements will appear in feature branches: they will be pushed on GitHub and updated regularly.&#xA;Every feature branch will have one or more accompanying issues with explanations, instructions, and user comments.&#xA;This change will allow for a broader testing phase, a transparent development process, and clearer tracking of progress.&lt;/p&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>ncTracer</title>
      <link>https://ncine.github.io/news/2020-10-12-nctracer/</link>
      <pubDate>Mon, 12 Oct 2020 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/news/2020-10-12-nctracer/</guid>
      <description>&lt;p&gt;Today I decided to publish &lt;a href=&#34;https://github.com/encelo/pmTracer&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;pmTracer&lt;/a&gt; and &lt;a href=&#34;https://github.com/encelo/ncTracer&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;ncTracer&lt;/a&gt; on my personal GitHub space.&#xA;You will also find online the &lt;a href=&#34;https://github.com/encelo/ncTracer-data&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;ncTracer-data&lt;/a&gt; and the &lt;a href=&#34;https://github.com/encelo/ncTracer-artifacts&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;ncTracer-artifacts&lt;/a&gt; repositories.&lt;/p&gt;&#xA;&lt;p&gt;I have been working on the first, a ray tracing and path tracing library, for quite some time now. It is based on my studies of &lt;a href=&#34;http://www.raytracegroundup.com/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;&lt;em&gt;Ray Tracing from the Ground Up&lt;/em&gt;&lt;/a&gt; by Kevin Suffern, a book I recommend if you want to start from scratch on the topic and before delving into the more complete but also harder to understand &lt;a href=&#34;http://www.pbr-book.org/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;&lt;em&gt;Physically Based Rendering:From Theory To Implementation&lt;/em&gt;&lt;/a&gt;. &amp;#x1f609;&lt;/p&gt;&#xA;&lt;p&gt;I also developed an ImGui front-end to make it easier to perform tests and gather important feedback about speed and correctness, two things that are severely lacking at the moment. &amp;#x1f605;&lt;/p&gt;&#xA;&lt;p&gt;But I decided to publish both projects either way because it can give me the motivation to refine them and you the opportunity to have a look at an application that uses the OpenGL and the threading private API of nCine by compiling it statically.&lt;/p&gt;&#xA;&lt;p&gt;You can try the Emscripten version &lt;a href=&#34;/nctracer&#34; &gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;ncTracer&#34;&#xA;    src=&#34;/img/gallery/ncTracer.png&#34;&#xA;    &gt;&lt;figcaption&gt;ncTracer&lt;/figcaption&gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>JugiMapSpriteTimelineAnimation demo</title>
      <link>https://ncine.github.io/news/2020-06-27-jugimap-spritetimelineanimation/</link>
      <pubDate>Sat, 27 Jun 2020 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/news/2020-06-27-jugimap-spritetimelineanimation/</guid>
      <description>&lt;p&gt;The third &lt;a href=&#34;https://github.com/Jugilus/JugiMapFramework&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;JugiMap Framework&lt;/a&gt; demo by &lt;a href=&#34;https://github.com/Jugilus/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Jugilus&lt;/a&gt; that shows how to animate sprites with the new timeline feature has been published on GitHub.&lt;/p&gt;&#xA;&lt;p&gt;You will find the &lt;a href=&#34;https://github.com/nCine/ncJugiMapSpriteTimelineAnimation&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;ncJugiMapSpriteTimelineAnimation&lt;/a&gt; and the &lt;a href=&#34;https://github.com/nCine/ncJugiMapSpriteTimelineAnimation-data&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;ncJugiMapSpriteTimelineAnimation-data&lt;/a&gt; repositories for you to build the test.&lt;/p&gt;&#xA;&lt;p&gt;You will also find the same &lt;a href=&#34;/web-tests/ncjugimap_spritetimelineanimation&#34; &gt;demo&lt;/a&gt; among the &lt;a href=&#34;/web-tests&#34; &gt;web-tests&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;ncJugiMapSpriteTimelineAnimation&#34;&#xA;    src=&#34;/img/gallery/ncJugiMapSpriteTimelineAnimation.png&#34;&#xA;    &gt;&lt;figcaption&gt;ncJugiMapSpriteTimelineAnimation&lt;/figcaption&gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>ncJugiMapSpriteTimelineAnimation</title>
      <link>https://ncine.github.io/gallery/ncjugimap-spritetimelineanimation/</link>
      <pubDate>Sat, 27 Jun 2020 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/gallery/ncjugimap-spritetimelineanimation/</guid>
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All Platforms&#xA;&#xA;&lt;/a&gt;&#xA;&#xA;&#xA;&lt;/div&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;ncJugiMapSpriteTimelineAnimation&lt;/strong&gt; is the third of four framework demos of the &lt;a href=&#34;http://jugimap.com/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;JugiMap&lt;/a&gt; map editor.&#xA;It shows the camera moving around in a level while different objects and props are animated.&lt;/p&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Videos&#xA;    &lt;div id=&#34;videos&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;div style=&#34;position: relative; padding-bottom: 56.25%; height: 0; overflow: hidden;&#34;&gt;&#xA;      &lt;iframe allow=&#34;accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share; fullscreen&#34; loading=&#34;lazy&#34; referrerpolicy=&#34;strict-origin-when-cross-origin&#34; src=&#34;https://www.youtube.com/embed/rjMSLY5pl7A?autoplay=0&amp;amp;controls=1&amp;amp;end=0&amp;amp;loop=0&amp;amp;mute=0&amp;amp;start=0&#34; style=&#34;position: absolute; top: 0; left: 0; width: 100%; height: 100%; border:0;&#34; title=&#34;ncJugiMapSpriteTimelineAnimation&#34;&gt;&lt;/iframe&gt;&#xA;    &lt;/div&gt;&#xA;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Controls&#xA;    &lt;div id=&#34;controls&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;p&gt;Pressing the left mouse button or touching the screen will temporarily pause the camera movement.&lt;/p&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>Release 2020.05</title>
      <link>https://ncine.github.io/news/2020-05-19-release-202005/</link>
      <pubDate>Tue, 19 May 2020 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/news/2020-05-19-release-202005/</guid>
      <description>&lt;p&gt;A new release has been just finalised: &lt;a href=&#34;https://github.com/nCine/nCine/releases/tag/2020.05&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;nCine 2020.05&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Some of its highlights are covered by the following video:&lt;/p&gt;&#xA;&lt;div style=&#34;position: relative; padding-bottom: 56.25%; height: 0; overflow: hidden;&#34;&gt;&#xA;      &lt;iframe allow=&#34;accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share; fullscreen&#34; loading=&#34;lazy&#34; referrerpolicy=&#34;strict-origin-when-cross-origin&#34; src=&#34;https://www.youtube.com/embed/uSysGQPMZ4U?autoplay=0&amp;amp;controls=1&amp;amp;end=0&amp;amp;loop=0&amp;amp;mute=0&amp;amp;start=0&#34; style=&#34;position: absolute; top: 0; left: 0; width: 100%; height: 100%; border:0;&#34; title=&#34;nCine Release 2020.05&#34;&gt;&lt;/iframe&gt;&#xA;    &lt;/div&gt;&#xA;&#xA;&lt;p&gt;Most notable entries from the &lt;a href=&#34;/reveal.js/nCine_release_2020-05.html&#34; &gt;slides&lt;/a&gt;:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&#34;http://jugimap.com/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;JugiMap&lt;/a&gt; supports the nCine&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Sprite system enhancements&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&#34;https://www.qt.io/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Qt5&lt;/a&gt; desktop backend&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&#34;https://github.com/Immediate-Mode-UI/Nuklear&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Nuklear GUI&lt;/a&gt; integration&lt;/li&gt;&#xA;&lt;li&gt;FileSystem API&lt;/li&gt;&#xA;&lt;li&gt;Support for &lt;a href=&#34;http://angleproject.org&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;ANGLE&lt;/a&gt; rendering libraries on Windows&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;For a more detailed list of changes and improvements you can refer to the &lt;a href=&#34;/download-202005/&#34; &gt;Release 2020.05&lt;/a&gt; page.&lt;/p&gt;&#xA;&lt;p&gt;Don&amp;rsquo;t forget to check the updated DoxyGen &lt;a href=&#34;/docs/index.html&#34; &gt;documentation&lt;/a&gt; and the &lt;a href=&#34;/lua_api.html&#34; &gt;Lua API&lt;/a&gt; functions list.&lt;/p&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>ncJugiMapParallaxScrolling</title>
      <link>https://ncine.github.io/gallery/ncjugimap-parallaxscrolling/</link>
      <pubDate>Mon, 18 May 2020 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/gallery/ncjugimap-parallaxscrolling/</guid>
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All Platforms&#xA;&#xA;&lt;/a&gt;&#xA;&#xA;&#xA;&lt;/div&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;ncJugiMapParallaxScrolling&lt;/strong&gt; is the second of four framework demos of the &lt;a href=&#34;http://jugimap.com/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;JugiMap&lt;/a&gt; map editor.&#xA;It shows the camera moving horizontally on a background made of multiple layers with parallax scrolling.&lt;/p&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Videos&#xA;    &lt;div id=&#34;videos&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;div style=&#34;position: relative; padding-bottom: 56.25%; height: 0; overflow: hidden;&#34;&gt;&#xA;      &lt;iframe allow=&#34;accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share; fullscreen&#34; loading=&#34;lazy&#34; referrerpolicy=&#34;strict-origin-when-cross-origin&#34; src=&#34;https://www.youtube.com/embed/0gfgShTNvSw?autoplay=0&amp;amp;controls=1&amp;amp;end=0&amp;amp;loop=0&amp;amp;mute=0&amp;amp;start=0&#34; style=&#34;position: absolute; top: 0; left: 0; width: 100%; height: 100%; border:0;&#34; title=&#34;ncJugiMapParallaxScrolling&#34;&gt;&lt;/iframe&gt;&#xA;    &lt;/div&gt;&#xA;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Controls&#xA;    &lt;div id=&#34;controls&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;p&gt;Pressing the left mouse button or touching the screen will temporarily pause the camera movement.&lt;/p&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>November 2019 - May 2020</title>
      <link>https://ncine.github.io/changelog/nov2019-may2020/</link>
      <pubDate>Fri, 01 May 2020 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/changelog/nov2019-may2020/</guid>
      <description>&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Breaking Changes&#xA;    &lt;div id=&#34;breaking-changes&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Removed &lt;code&gt;flipX()&lt;/code&gt; and &lt;code&gt;flipY()&lt;/code&gt; sprite methods&#xA;&lt;ul&gt;&#xA;&lt;li&gt;They have been superseded by &lt;code&gt;setFlippedX()&lt;/code&gt; and &lt;code&gt;setFlippedY()&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;Removed &lt;code&gt;setOpaqueTexture()&lt;/code&gt; sprite method&#xA;&lt;ul&gt;&#xA;&lt;li&gt;You can achieve the same result with the general &lt;code&gt;setBlendingEnabled(false)&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;The &lt;code&gt;Matrix4x4&amp;lt;T&amp;gt;::scale()&lt;/code&gt; static method has been renamed to &lt;code&gt;Matrix4x4&amp;lt;T&amp;gt;::scaling()&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;The &lt;code&gt;dataPath()&lt;/code&gt; and &lt;code&gt;savePath()&lt;/code&gt; methods of &lt;code&gt;IFile&lt;/code&gt; have been moved to the new &lt;code&gt;FileSystem&lt;/code&gt; class&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The &lt;code&gt;access()&lt;/code&gt; method of &lt;code&gt;IFile&lt;/code&gt; have been superseded by the more powerful query methods of the &lt;code&gt;FileSystem&lt;/code&gt; class&lt;/li&gt;&#xA;&lt;li&gt;The &lt;code&gt;nc.application.datapath()&lt;/code&gt; Lua function is now &lt;code&gt;nc.fs.get_datapath()&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;The &lt;code&gt;children()&lt;/code&gt; method of a &lt;code&gt;SceneNode&lt;/code&gt; now returns a &lt;code&gt;nctl::Array&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;New Features&#xA;    &lt;div id=&#34;new-features&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Scene nodes support anchor points and non-uniform scaling&#xA;&lt;ul&gt;&#xA;&lt;li&gt;There is a new &lt;code&gt;apptest_anchor&lt;/code&gt; application that shows all new node features&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;Drawable nodes support custom alpha blending factors&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&#34;https://github.com/Immediate-Mode-UI/Nuklear&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Nuklear&lt;/a&gt; integration for fully skinnable user interfaces&lt;/li&gt;&#xA;&lt;li&gt;You can now embed the whole engine inside a Qt5 widget by choosing the Qt5 desktop backend&#xA;&lt;ul&gt;&#xA;&lt;li&gt;If the &lt;a href=&#34;https://doc.qt.io/qt-5/qtgamepad-module.html&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Qt Gamepad&lt;/a&gt; library is available it will be used for gamepad input events&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;Touch events are supported on desktop through the SDL2 and Qt5 backends&#xA;&lt;ul&gt;&#xA;&lt;li&gt;They now also provide information about touch pressure&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;The &lt;code&gt;FileSystem&lt;/code&gt; class has been added to help you query and manipulate paths, files, and directories&#xA;&lt;ul&gt;&#xA;&lt;li&gt;It comes with a new &lt;code&gt;apptest_filebrowser&lt;/code&gt; application that shows an ImGui based file browser&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;ImGui and Nuklear integrations support custom fonts loading&lt;/li&gt;&#xA;&lt;li&gt;Added a new unclamped three channels &lt;code&gt;ColorHdr&lt;/code&gt; class&lt;/li&gt;&#xA;&lt;li&gt;The &lt;code&gt;IAppEventHandler&lt;/code&gt; class now receives &lt;code&gt;onSuspend()&lt;/code&gt; and &lt;code&gt;onResume()&lt;/code&gt; events&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Improvements&#xA;    &lt;div id=&#34;improvements&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The logging system is initialized earlier and can be used inside &lt;code&gt;onPreInit()&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;The Android asset manager is initialized earlier and can be used inside &lt;code&gt;onPreInit()&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Handling of windows resizing events has been fixed&lt;/li&gt;&#xA;&lt;li&gt;Emscripten applications react to window resizing and fullscreen events&lt;/li&gt;&#xA;&lt;li&gt;Emscripten applications can now load and save local files&lt;/li&gt;&#xA;&lt;li&gt;Sprite flipping methods now take a status flag&lt;/li&gt;&#xA;&lt;li&gt;The version of the integrated Tracy has gone from &lt;a href=&#34;https://bitbucket.org/wolfpld/tracy/src/v0.5/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v0.5&lt;/a&gt; to &lt;a href=&#34;https://bitbucket.org/wolfpld/tracy/src/v0.6.3/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v0.6.3&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;The version of the integrated ImGui has gone from &lt;a href=&#34;https://github.com/ocornut/imgui/releases/tag/v1.73&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v1.73&lt;/a&gt; to &lt;a href=&#34;https://github.com/ocornut/imgui/releases/tag/v1.76&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v1.76&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;Deletion of children scene nodes upon parent destruction has been made optional&lt;/li&gt;&#xA;&lt;li&gt;The &lt;code&gt;Matrix4x4&amp;lt;T&amp;gt;&lt;/code&gt; can now translate, rotate and scale in place, avoiding a full matrix multiplication&#xA;&lt;ul&gt;&#xA;&lt;li&gt;It can now also be multiplied on the right side of a vector&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;Automatic sprite batching is now available on Emscripten&#xA;&lt;ul&gt;&#xA;&lt;li&gt;You can choose the fixed batch size with a variable in the &lt;code&gt;AppConfiguration&lt;/code&gt; class&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;Added support for &lt;a href=&#34;http://angleproject.org&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Google ANGLE&lt;/a&gt; libraries on Windows&lt;/li&gt;&#xA;&lt;li&gt;Sorting of render commands is now stable&#xA;&lt;ul&gt;&#xA;&lt;li&gt;If two commands have the same material sorting key then a secondary key based on node creation time is used&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;All kind of hashmap and hashset containers can now correctly use &lt;code&gt;const char *&lt;/code&gt; as key type&lt;/li&gt;&#xA;&lt;li&gt;Added two low-level classes to save textures as Png or WebP images&lt;/li&gt;&#xA;&lt;li&gt;It is now possible to set the swap interval on all desktop backends with &lt;code&gt;IGfxDevice::setSwapInterval()&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;The new &lt;code&gt;String::append(const char *)&lt;/code&gt; overload will prevent allocating a string object when appending&lt;/li&gt;&#xA;&lt;li&gt;Visiting the scenegraph should be faster as children are now stored in an array instead of a list&lt;/li&gt;&#xA;&lt;li&gt;The new unordered remove methods of arrays will remove elements faster when preserving order is not required&lt;/li&gt;&#xA;&lt;li&gt;The debug overlay interface has now a node inspector to query and modify nodes in the scene&lt;/li&gt;&#xA;&lt;li&gt;Android Gradle Plugin, Build Tools, &lt;code&gt;compileSDKVersion&lt;/code&gt; and &lt;code&gt;targetSDKVersion&lt;/code&gt; have all been updated to newer versions&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Fixes&#xA;    &lt;div id=&#34;fixes&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The Emscripten port compiles with upstream LLVM WebAssembly backend&lt;/li&gt;&#xA;&lt;li&gt;Some minor fixes in the color classes code&lt;/li&gt;&#xA;&lt;li&gt;Culling of drawable nodes works with negative scaling factors&lt;/li&gt;&#xA;&lt;li&gt;Scene nodes are now correctly transformed before children thus eliminating any update delay with nodes chains&lt;/li&gt;&#xA;&lt;li&gt;Caching of &lt;code&gt;TextNode&lt;/code&gt; boundaries does not introduce a one frame delay on update&lt;/li&gt;&#xA;&lt;li&gt;The Lua stack is now cleaned after a failure in calling a function&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Previously the stack would easily overflow if some callbacks were not defined&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;String lenght is now updated if a string is truncated when using a formatting method&lt;/li&gt;&#xA;&lt;li&gt;Fixed OpenGL FBO wrapper class when dealing with reading and drawing buffers&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>JugiMapParallaxScrolling demo</title>
      <link>https://ncine.github.io/news/2020-03-30-jugimap-parallaxscrolling/</link>
      <pubDate>Mon, 30 Mar 2020 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/news/2020-03-30-jugimap-parallaxscrolling/</guid>
      <description>&lt;p&gt;There is a new &lt;a href=&#34;https://github.com/Jugilus/JugiMapFramework&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;JugiMap Framework&lt;/a&gt; demo published by &lt;a href=&#34;https://github.com/Jugilus/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Jugilus&lt;/a&gt; that shows how to render a beautiful parallax scrolling landscape.&lt;/p&gt;&#xA;&lt;p&gt;On GitHub you will find the &lt;a href=&#34;https://github.com/nCine/ncJugiMapParallaxScrolling&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;ncJugiMapParallaxScrolling&lt;/a&gt; and the &lt;a href=&#34;https://github.com/nCine/ncJugiMapParallaxScrolling-data&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;ncJugiMapParallaxScrolling-data&lt;/a&gt; repositories for you to build the test.&lt;/p&gt;&#xA;&lt;p&gt;You will also find the same &lt;a href=&#34;/web-tests/ncjugimap_parallaxscrolling&#34; &gt;demo&lt;/a&gt; among the &lt;a href=&#34;/web-tests&#34; &gt;web-tests&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;ncJugiMapParallaxScrolling&#34;&#xA;    src=&#34;/img/gallery/ncJugiMapParallaxScrolling.png&#34;&#xA;    &gt;&lt;figcaption&gt;ncJugiMapParallaxScrolling&lt;/figcaption&gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>nCine as a custom Qt5 widget</title>
      <link>https://ncine.github.io/news/2020-02-20-qt5-backend/</link>
      <pubDate>Thu, 20 Feb 2020 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/news/2020-02-20-qt5-backend/</guid>
      <description>&lt;p&gt;It is now possible to use &lt;a href=&#34;https://www.qt.io/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Qt5&lt;/a&gt; as an input and window management backend on desktop platforms.&lt;/p&gt;&#xA;&lt;p&gt;The engine will render inside a custom &lt;code&gt;QOpenGLWidget&lt;/code&gt; and receive all input events from Qt5.&#xA;if &lt;a href=&#34;https://doc.qt.io/qt-5/qtgamepad-index.html&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Qt Gamepad&lt;/a&gt; is available gamepad events will be received as well.&lt;/p&gt;&#xA;&lt;div style=&#34;position: relative; padding-bottom: 56.25%; height: 0; overflow: hidden;&#34;&gt;&#xA;      &lt;iframe allow=&#34;accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share; fullscreen&#34; loading=&#34;lazy&#34; referrerpolicy=&#34;strict-origin-when-cross-origin&#34; src=&#34;https://www.youtube.com/embed/PpVLD3ShiCw?autoplay=0&amp;amp;controls=1&amp;amp;end=0&amp;amp;loop=0&amp;amp;mute=0&amp;amp;start=0&#34; style=&#34;position: absolute; top: 0; left: 0; width: 100%; height: 100%; border:0;&#34; title=&#34;nCine as a custom Qt5 widget&#34;&gt;&lt;/iframe&gt;&#xA;    &lt;/div&gt;&#xA;&#xA;</description>
      
    </item>
    
    <item>
      <title>SpookyGhost available on itch.io</title>
      <link>https://ncine.github.io/news/2020-01-30-spookyghost/</link>
      <pubDate>Thu, 30 Jan 2020 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/news/2020-01-30-spookyghost/</guid>
      <description>&lt;p&gt;An initial demo of &lt;a href=&#34;https://encelo.itch.io/spookyghost&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;SpookyGhost&lt;/a&gt; has been published on itch.io.&lt;/p&gt;&#xA;&lt;p&gt;SpookyGhost is a procedural sprite animation tool made with the nCine.&lt;/p&gt;&#xA;&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;SpookyGhost prototype&#34;&#xA;    src=&#34;/img/posts/SpookyGhost_prototype.png&#34;&#xA;    &gt;&lt;figcaption&gt;SpookyGhost prototype&lt;/figcaption&gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>SpookyGhost</title>
      <link>https://ncine.github.io/gallery/spookyghost/</link>
      <pubDate>Wed, 29 Jan 2020 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/gallery/spookyghost/</guid>
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All Platforms&#xA;&#xA;&lt;/a&gt;&#xA;&#xA;&#xA;&lt;/div&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;SpookyGhost&lt;/strong&gt; is a cross-platform open-source procedural animation tool for sprites.&#xA;You can read more about it on its &lt;a href=&#34;https://encelo.itch.io/spookyghost&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;website&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Videos&#xA;    &lt;div id=&#34;videos&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;div style=&#34;position: relative; padding-bottom: 56.25%; height: 0; overflow: hidden;&#34;&gt;&#xA;      &lt;iframe allow=&#34;accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share; fullscreen&#34; loading=&#34;lazy&#34; referrerpolicy=&#34;strict-origin-when-cross-origin&#34; src=&#34;https://www.youtube.com/embed/PqrigZ-3JoM?autoplay=0&amp;amp;controls=1&amp;amp;end=0&amp;amp;loop=0&amp;amp;mute=0&amp;amp;start=0&#34; style=&#34;position: absolute; top: 0; left: 0; width: 100%; height: 100%; border:0;&#34; title=&#34;How I animate pixel trees using SpookyGhost&#34;&gt;&lt;/iframe&gt;&#xA;    &lt;/div&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;div style=&#34;position: relative; padding-bottom: 56.25%; height: 0; overflow: hidden;&#34;&gt;&#xA;      &lt;iframe allow=&#34;accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share; fullscreen&#34; loading=&#34;lazy&#34; referrerpolicy=&#34;strict-origin-when-cross-origin&#34; src=&#34;https://www.youtube.com/embed/h3QzVzuSkvI?autoplay=0&amp;amp;controls=1&amp;amp;end=0&amp;amp;loop=0&amp;amp;mute=0&amp;amp;start=0&#34; style=&#34;position: absolute; top: 0; left: 0; width: 100%; height: 100%; border:0;&#34; title=&#34;Product Review - SpookyGhost&#34;&gt;&lt;/iframe&gt;&#xA;    &lt;/div&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;div style=&#34;position: relative; padding-bottom: 56.25%; height: 0; overflow: hidden;&#34;&gt;&#xA;      &lt;iframe allow=&#34;accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share; fullscreen&#34; loading=&#34;lazy&#34; referrerpolicy=&#34;strict-origin-when-cross-origin&#34; src=&#34;https://www.youtube.com/embed/C2_YZVgslTM?autoplay=0&amp;amp;controls=1&amp;amp;end=0&amp;amp;loop=0&amp;amp;mute=0&amp;amp;start=0&#34; style=&#34;position: absolute; top: 0; left: 0; width: 100%; height: 100%; border:0;&#34; title=&#34;SpookyGhost -- Procedural 2D Animation Tool (Free &amp;amp; Open Source!!)&#34;&gt;&lt;/iframe&gt;&#xA;    &lt;/div&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;div style=&#34;position: relative; padding-bottom: 56.25%; height: 0; overflow: hidden;&#34;&gt;&#xA;      &lt;iframe allow=&#34;accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share; fullscreen&#34; loading=&#34;lazy&#34; referrerpolicy=&#34;strict-origin-when-cross-origin&#34; src=&#34;https://www.youtube.com/embed/iqxX3VTt39o?autoplay=0&amp;amp;controls=1&amp;amp;end=0&amp;amp;loop=0&amp;amp;mute=0&amp;amp;start=0&#34; style=&#34;position: absolute; top: 0; left: 0; width: 100%; height: 100%; border:0;&#34; title=&#34;Creating a tree in the wind with SpookyGhost&#34;&gt;&lt;/iframe&gt;&#xA;    &lt;/div&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;div style=&#34;position: relative; padding-bottom: 56.25%; height: 0; overflow: hidden;&#34;&gt;&#xA;      &lt;iframe allow=&#34;accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share; fullscreen&#34; loading=&#34;lazy&#34; referrerpolicy=&#34;strict-origin-when-cross-origin&#34; src=&#34;https://www.youtube.com/embed/04KZe4M_4Is?autoplay=0&amp;amp;controls=1&amp;amp;end=0&amp;amp;loop=0&amp;amp;mute=0&amp;amp;start=0&#34; style=&#34;position: absolute; top: 0; left: 0; width: 100%; height: 100%; border:0;&#34; title=&#34;Creating a laundry animation with SpookyGhost&#34;&gt;&lt;/iframe&gt;&#xA;    &lt;/div&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Controls&#xA;    &lt;div id=&#34;controls&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;p&gt;Use the mouse, the keyboard, the gamepad, or the touch screen to interact with the ImGui interface.&#xA;The ImGui menu items will show their keyboard shortcuts.&lt;/p&gt;&#xA;&lt;p&gt;More information can be found in the official &lt;a href=&#34;https://spookyghost2d.github.io/docs/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;documentation&lt;/a&gt;.&lt;/p&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>ncJugiMapFrameworkDemo</title>
      <link>https://ncine.github.io/gallery/ncjugimap-frameworkdemo/</link>
      <pubDate>Tue, 24 Dec 2019 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/gallery/ncjugimap-frameworkdemo/</guid>
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All Platforms&#xA;&#xA;&lt;/a&gt;&#xA;&#xA;&#xA;&lt;/div&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;ncJugiMapFrameworkDemo&lt;/strong&gt; is the first of four framework demos of the &lt;a href=&#34;http://jugimap.com/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;JugiMap&lt;/a&gt; map editor.&#xA;It shows sprites walking in a level while the camera moves around.&lt;/p&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Videos&#xA;    &lt;div id=&#34;videos&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;div style=&#34;position: relative; padding-bottom: 56.25%; height: 0; overflow: hidden;&#34;&gt;&#xA;      &lt;iframe allow=&#34;accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share; fullscreen&#34; loading=&#34;lazy&#34; referrerpolicy=&#34;strict-origin-when-cross-origin&#34; src=&#34;https://www.youtube.com/embed/3TBFN3VwXZ4?autoplay=0&amp;amp;controls=1&amp;amp;end=0&amp;amp;loop=0&amp;amp;mute=0&amp;amp;start=0&#34; style=&#34;position: absolute; top: 0; left: 0; width: 100%; height: 100%; border:0;&#34; title=&#34;ncJugiMapFrameworkDemo&#34;&gt;&lt;/iframe&gt;&#xA;    &lt;/div&gt;&#xA;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Controls&#xA;    &lt;div id=&#34;controls&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;p&gt;Use the mouse or the touch screen to interact with the interface.&lt;/p&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>JugiMap supports the nCine!</title>
      <link>https://ncine.github.io/news/2019-12-17-jugimap/</link>
      <pubDate>Tue, 17 Dec 2019 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/news/2019-12-17-jugimap/</guid>
      <description>&lt;p&gt;A new version of the &lt;a href=&#34;http://jugimap.com/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;JugiMap&lt;/a&gt; map editor tool has been released and it now officially supports the nCine!&#xA;You can use the &lt;a href=&#34;https://github.com/Jugilus/JugiMapFramework&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;JugiMap Framework&lt;/a&gt; to load a map created with the tool.&lt;/p&gt;&#xA;&lt;p&gt;On its website you can try a web version of the &lt;a href=&#34;https://jugilus.github.io/Jugimap-FrameworkDemo/JugimapFrameworkDemo.html&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Framework Demo&lt;/a&gt; that uses the nCine. &amp;#x1f609;&lt;/p&gt;&#xA;&lt;p&gt;On GitHub you will find the &lt;a href=&#34;https://github.com/nCine/ncJugiMapFrameworkDemo&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;ncJugiMapFrameworkDemo&lt;/a&gt; and the &lt;a href=&#34;https://github.com/nCine/ncJugiMapFrameworkDemo-data&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;ncJugiMapFrameworkDemo-data&lt;/a&gt; repositories for you to build the test.&lt;/p&gt;&#xA;&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;ncJugiMapFrameworkDemo&#34;&#xA;    src=&#34;/img/gallery/ncJugiMapFrameworkDemo.png&#34;&#xA;    &gt;&lt;figcaption&gt;ncJugiMapFrameworkDemo&lt;/figcaption&gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;</description>
      
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    <item>
      <title>Release 2019.10</title>
      <link>https://ncine.github.io/news/2019-10-21-release-201910/</link>
      <pubDate>Mon, 21 Oct 2019 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/news/2019-10-21-release-201910/</guid>
      <description>&lt;p&gt;The culmination of five months of work is finally here: &lt;a href=&#34;https://github.com/nCine/nCine/releases/tag/2019.10&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;nCine 2019.10&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Some of the highlights for this release are:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&#34;https://emscripten.org/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Emscripten&lt;/a&gt; is supported as target platform: you can use the nCine for web games! &amp;#x1f578;&amp;#xfe0f;&lt;/li&gt;&#xA;&lt;li&gt;New AngelCode&amp;rsquo;s &lt;a href=&#34;http://www.angelcode.com/products/bmfont/doc/file_format.html&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;FNT&lt;/a&gt; format parser&lt;/li&gt;&#xA;&lt;li&gt;When you compile the engine you can choose to disable the support for various dependency libraries and features&lt;/li&gt;&#xA;&lt;li&gt;The user can now query the available fullscreen video modes on PC and choose one&lt;/li&gt;&#xA;&lt;li&gt;Fixes and enhancements to OpenAL implementation&lt;/li&gt;&#xA;&lt;li&gt;It is possible to defer shader checks and queries for a decreased starting time&lt;/li&gt;&#xA;&lt;li&gt;Refactoring of the clock and timestamp classes&lt;/li&gt;&#xA;&lt;li&gt;Update of Tracy integration to &lt;a href=&#34;https://bitbucket.org/wolfpld/tracy/src/v0.5/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v0.5&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;Update of ImGui integration to &lt;a href=&#34;https://github.com/ocornut/imgui/releases/tag/v1.73&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v1.73&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;During the same time there has been a lot of work in side projects with the addition of:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&#34;https://github.com/nCine/ncline&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;ncline&lt;/a&gt;, the nCine command line tool&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&#34;https://github.com/nCine/ncTemplate&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;ncTemplate&lt;/a&gt;, a template project for applications and games made with the nCine&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&#34;https://github.com/nCine/ncInvaders&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;ncInvaders&lt;/a&gt;, a simplified version of Space Invaders made with the nCine&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;The site have also been updated with:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;A &lt;a href=&#34;/web-tests&#34; &gt;web-tests&lt;/a&gt; page for you to run all tests, tools and games in the browser&lt;/li&gt;&#xA;&lt;li&gt;A &lt;a href=&#34;/gallery/&#34; &gt;gallery&lt;/a&gt; with a selection of screenshots and videos&lt;/li&gt;&#xA;&lt;li&gt;A &lt;a href=&#34;/download/&#34; &gt;download&lt;/a&gt; section&lt;/li&gt;&#xA;&lt;li&gt;A &lt;a href=&#34;/video-tutorials&#34; &gt;video tutorials&lt;/a&gt; page with a list of video from the YouTube &lt;a href=&#34;https://www.youtube.com/channel/UCpSq3HhW55r8pCY7vqXEsoA&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;channel&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;A &lt;a href=&#34;/donate/&#34; &gt;donate&lt;/a&gt; page that allows you to support and sponsor future development&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>Video Tutorials</title>
      <link>https://ncine.github.io/news/2019-10-20-video-tutorials/</link>
      <pubDate>Sun, 20 Oct 2019 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/news/2019-10-20-video-tutorials/</guid>
      <description>&lt;p&gt;There is a new &lt;a href=&#34;/video-tutorials&#34; &gt;Video Tutorials&lt;/a&gt; page in the &lt;em&gt;Learn&lt;/em&gt; section.&#xA;It contains a list of tutorials videos from the nCine &lt;a href=&#34;https://www.youtube.com/channel/UCpSq3HhW55r8pCY7vqXEsoA&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;channel&lt;/a&gt; on YouTube.&lt;/p&gt;&#xA;&lt;p&gt;Two videos have already been uploaded, they explain how to start with the engine by using &lt;a href=&#34;https://github.com/nCine/ncline&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;ncline&lt;/a&gt; and the &lt;a href=&#34;https://github.com/nCine/ncTemplate&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;ncTemplate&lt;/a&gt; project.&lt;/p&gt;&#xA;</description>
      
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    <item>
      <title>May 2019 - October 2019</title>
      <link>https://ncine.github.io/changelog/may2019-oct2019/</link>
      <pubDate>Tue, 01 Oct 2019 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/changelog/may2019-oct2019/</guid>
      <description>&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Breaking Changes&#xA;    &lt;div id=&#34;breaking-changes&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The &lt;code&gt;Font&lt;/code&gt; constructor has now inverted parameters: &lt;code&gt;fntFilename&lt;/code&gt; as first and &lt;code&gt;texFilename&lt;/code&gt; as second&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The reason for that is the new single parameter constructor&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&lt;code&gt;SceneNode::parentNode()&lt;/code&gt; getter has been renamed to just &lt;code&gt;parent()&lt;/code&gt;, to be consistent with the new &lt;code&gt;setParent()&lt;/code&gt; setter&lt;/li&gt;&#xA;&lt;li&gt;The &lt;code&gt;xResolution&lt;/code&gt; and &lt;code&gt;yResolution&lt;/code&gt; fields of the &lt;code&gt;AppConfiguration&lt;/code&gt; class have been replaced by a single 2D resolution vector&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The &lt;code&gt;setResolution()&lt;/code&gt; helper method has been removed as it is now possible to call &lt;code&gt;resolution.set()&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;In Lua &lt;code&gt;x_res&lt;/code&gt; and &lt;code&gt;y_res&lt;/code&gt; have been replaced by the &lt;code&gt;resolution&lt;/code&gt; 2D vector&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;The old non ImGui debug overlay has been deleted. If you need the debug overlay you also need to enable the ImGui integration&#xA;&lt;ul&gt;&#xA;&lt;li&gt;As part of this change the &lt;code&gt;fontTexFilename&lt;/code&gt; and &lt;code&gt;fontFntFilename&lt;/code&gt; strings in the &lt;code&gt;AppConfiguration&lt;/code&gt; class have been deleted&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;The &lt;code&gt;withProfilerGraphs&lt;/code&gt; and &lt;code&gt;withInfoText&lt;/code&gt; flags in the &lt;code&gt;AppConfiguration&lt;/code&gt; class has been unified into a single &lt;code&gt;withDebugOverlay&lt;/code&gt; flag&#xA;&lt;ul&gt;&#xA;&lt;li&gt;You have to explicitely set the new flag to &lt;code&gt;true&lt;/code&gt; to enable the debug overlay even when your application is compiled in debug mode&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;Many &lt;code&gt;nctl::String::copy()&lt;/code&gt; methods have been turned into &lt;code&gt;assign()&lt;/code&gt; methods in order to be more consistent with STL&lt;/li&gt;&#xA;&lt;li&gt;The &lt;code&gt;Timer::now()&lt;/code&gt; method has been removed, refer to the new &lt;code&gt;TimeStamp&lt;/code&gt; class&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;New Features&#xA;    &lt;div id=&#34;new-features&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Emscripten is now supported as a target platform, meaning you can now use the nCine for web games! &amp;#x1f578;&amp;#xfe0f;&lt;/li&gt;&#xA;&lt;li&gt;The user can now query the available fullscreen video modes on PC and choose one&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The &lt;code&gt;IGfxDevice&lt;/code&gt; interface has been enriched with methods to query the current video mode, the list of available ones and to set a new mode&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;A new &lt;code&gt;deferShaderQueries&lt;/code&gt; flag has been added to the &lt;code&gt;AppConfiguration&lt;/code&gt; classes&#xA;&lt;ul&gt;&#xA;&lt;li&gt;When it is set to &lt;code&gt;true&lt;/code&gt; all the shader error checks and introspection queries are deferred upon the first use of the shader, if it is ever used.&lt;/li&gt;&#xA;&lt;li&gt;The option allows for decreased starting time at the expense of possible stutters when the shader is first used in a frame&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;New methods have been added to the audio classes to query their state&#xA;&lt;ul&gt;&#xA;&lt;li&gt;They were used in the new &lt;em&gt;Audio Players&lt;/em&gt; section of the ImGui debug overlay interface&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;If you use the nCine compiled as a static library you have now access to more functionalities in the OpenGL classes&#xA;&lt;ul&gt;&#xA;&lt;li&gt;You can now create &lt;a href=&#34;https://www.khronos.org/opengl/wiki/Pixel_Buffer_Object&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;PBOs&lt;/a&gt; and &lt;a href=&#34;https://www.khronos.org/opengl/wiki/Buffer_Texture&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;TBOs&lt;/a&gt;.&lt;/li&gt;&#xA;&lt;li&gt;You can now use &lt;code&gt;GL_SAMPLER_1D&lt;/code&gt; and &lt;code&gt;GL_SAMPLER_3D&lt;/code&gt; types in shaders&lt;/li&gt;&#xA;&lt;li&gt;A new &lt;code&gt;GLCullFace&lt;/code&gt; class has been added to track OpenGL face culling state&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;The &lt;code&gt;Font&lt;/code&gt; class now relies on &lt;code&gt;FntParser&lt;/code&gt; class to extract all the data from a FNT file&#xA;&lt;ul&gt;&#xA;&lt;li&gt;More checks are now performed to ensure the text can be properly rendered&lt;/li&gt;&#xA;&lt;li&gt;More glyph channel configurations are now supported and rendered correctly&lt;/li&gt;&#xA;&lt;li&gt;The &lt;code&gt;Font&lt;/code&gt; class can be constructed with a single parameter: the FNT file. The texture will be loaded according to the file specified in the first &lt;code&gt;page&lt;/code&gt; tag.&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;When you compile the engine you can now choose to disable the support for various dependency libraries and features&#xA;&lt;ul&gt;&#xA;&lt;li&gt;You can disable threads support, Lua bindings, Png or WebP image loading, Ogg Vorbis sound loading or audio altogether&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Improvements&#xA;    &lt;div id=&#34;improvements&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The version of the integrated Tracy has gone from &lt;a href=&#34;https://bitbucket.org/wolfpld/tracy/src/v0.4.1/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v0.4.1&lt;/a&gt; to &lt;a href=&#34;https://bitbucket.org/wolfpld/tracy/src/v0.5/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v0.5&lt;/a&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;It is now easier to use Tracy in custom nCine projects, including on Android&lt;/li&gt;&#xA;&lt;li&gt;Threads can be named so that they can be tracked in the Tracy profiler&lt;/li&gt;&#xA;&lt;li&gt;You can now also retrieve current thread priority or set a new one&lt;/li&gt;&#xA;&lt;li&gt;All log entries are written out as coloured Tracy messages&lt;/li&gt;&#xA;&lt;li&gt;Threads id are invalidated on join and cancel so that they can be reused&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;The version of the integrated ImGui has gone from &lt;a href=&#34;https://github.com/ocornut/imgui/releases/tag/v1.70&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v1.70&lt;/a&gt; to &lt;a href=&#34;https://github.com/ocornut/imgui/releases/tag/v1.73&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;v1.73&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;The GameController mapping database has been updated from the one included in SDL 2.0.9 to the one in SDL 2.0.10&lt;/li&gt;&#xA;&lt;li&gt;The &lt;code&gt;SceneNode&lt;/code&gt; classes has seen the addition of long awaited helper methods in the shape of &lt;code&gt;setParent()&lt;/code&gt;, &lt;code&gt;alpha()&lt;/code&gt; and &lt;code&gt;absAlpha()&lt;/code&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The first one makes it easy and intuitive to set a node parent without going the opposite way by calling &lt;code&gt;parent-&amp;gt;addChildNode(this)&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;The alpha related methods should make it easier to query for a node alpha value&lt;/li&gt;&#xA;&lt;li&gt;There are also new Lua methods for scene nodes: &lt;code&gt;set_parent()&lt;/code&gt;, &lt;code&gt;get_alpha()&lt;/code&gt; and &lt;code&gt;set_alpha()&lt;/code&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;The new &lt;code&gt;TimeStamp&lt;/code&gt; class can be used to collect timestamps at the full precision of the internal clock&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The &lt;code&gt;Time&lt;/code&gt; class has been enhanced with &lt;code&gt;stop()&lt;/code&gt; and &lt;code&gt;totalTime()&lt;/code&gt; methods to aggregate multiple time spans&lt;/li&gt;&#xA;&lt;li&gt;Most methods of the &lt;code&gt;TimeStamp&lt;/code&gt; class are also accessible through the Lua API&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;It is now possible to &lt;code&gt;assign()&lt;/code&gt; a certain numbers of characters from a C string to an &lt;code&gt;nctl::String&lt;/code&gt; object&lt;/li&gt;&#xA;&lt;li&gt;You can now enable the ImGui debug overlay even when the scenegraph is disabled&#xA;&lt;ul&gt;&#xA;&lt;li&gt;In this case be sure to track OpenGL states using &lt;code&gt;GLBlending&lt;/code&gt;, &lt;code&gt;GLDepthTest&lt;/code&gt; and the new &lt;code&gt;GLCullFace&lt;/code&gt; class&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;The &lt;code&gt;Font&lt;/code&gt; class has a new query method, &lt;code&gt;numKernings()&lt;/code&gt;, to retrieve the number of kerning pairs in a font (it is called &lt;code&gt;num_kernings()&lt;/code&gt; in Lua)&lt;/li&gt;&#xA;&lt;li&gt;You can access the array of animations in an &lt;code&gt;AnimatedSprite&lt;/code&gt; and the array of rectangles in a &lt;code&gt;RectAnimation&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;On Windows the executables use the Windows subsystem instead of the console one&#xA;&lt;ul&gt;&#xA;&lt;li&gt;They will also expose version properties thanks to the &lt;a href=&#34;https://docs.microsoft.com/en-us/windows/win32/menurc/versioninfo-resource&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;VERSIONINFO&lt;/a&gt; file&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;The Android Gradle plugin version has been updated from 3.4.0 to 3.4.1 and Android build tools from 28.0.3 to 29.0.2&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The changes have been reflected in the template project as well&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Fixes&#xA;    &lt;div id=&#34;fixes&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Compiler warnings related with &lt;code&gt;nctl::UniquePtr&lt;/code&gt; wrapping forward declared classes have been fixed. They could have sometimes led to incorrect object deletions and possible leaks. &amp;#x1f628;&lt;/li&gt;&#xA;&lt;li&gt;The OpenAL implementation has been rewritten and many bugs that were lurking in the code should have been squashed &amp;#x1f41b;&lt;/li&gt;&#xA;&lt;li&gt;Some changes dictated by the layout of the new &lt;code&gt;ncTemplate&lt;/code&gt; project&#xA;&lt;ul&gt;&#xA;&lt;li&gt;The CMake scripts now expect a &lt;code&gt;nCine-data/icons/icon.ico&lt;/code&gt; file instead of the old &lt;code&gt;nCine.ico&lt;/code&gt;&lt;/li&gt;&#xA;&lt;li&gt;Installers are now built with the &lt;code&gt;CPACK_PACKAGE_VENDOR&lt;/code&gt; and &lt;code&gt;CPACK_PACKAGE_HOMEPAGE_URL&lt;/code&gt; variables correctly set&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;The returned value for &lt;code&gt;GL_MAX_UNIFORM_BLOCK_SIZE&lt;/code&gt; is now clamped to 64kB because some OpenGL drivers might return very big numbers&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
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    <item>
      <title>ncline</title>
      <link>https://ncine.github.io/gallery/ncline/</link>
      <pubDate>Fri, 27 Sep 2019 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/gallery/ncline/</guid>
      <description>&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;ncline&#34;&#xA;    src=&#34;/img/gallery/ncline.png&#34;&#xA;    &gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;&lt;style&gt;&#xA;  .button-group-inline {&#xA;    text-align: center;&#xA;    margin: 0.5em 0;  &#xA;  }&#xA;&#xA;  .button-group-inline a {&#xA;    display: inline-block;&#xA;    margin: 0.25em;  &#xA;    text-decoration: none;&#xA;  }&#xA;&lt;/style&gt;&#xA;&#xA;&lt;div class=&#34;button-group-inline&#34;&gt;&#xA;  &#xA;&lt;a&#xA;  class=&#34;!rounded-md bg-primary-600 px-4 py-2 !text-neutral !no-underline hover:!bg-primary-500 dark:bg-primary-800 dark:hover:!bg-primary-700&#34;&#xA;  href=&#34;https://github.com/nCine/ncline&#34;&#xA;  target=&#34;_blank&#34;&#xA;  &#xA;  role=&#34;button&#34;&gt;&#xA;  &#xA;&lt;span class=&#34;relative inline-block align-text-bottom icon&#34;&gt;&lt;svg xmlns=&#34;http://www.w3.org/2000/svg&#34; 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All Platforms&#xA;&#xA;&lt;/a&gt;&#xA;&#xA;&#xA;&lt;/div&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;ncline&lt;/strong&gt; is the nCine command line tool.&#xA;It uses Git and CMake to automate the download, configuration, and compilation processes for the engine and its projects.&lt;/p&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Instructions&#xA;    &lt;div id=&#34;instructions&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;p&gt;Read the &lt;a href=&#34;https://github.com/nCine/ncline/blob/master/README.md&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;README.md&lt;/a&gt; for more informations.&lt;/p&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>ncline</title>
      <link>https://ncine.github.io/news/2019-09-17-ncline/</link>
      <pubDate>Tue, 17 Sep 2019 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/news/2019-09-17-ncline/</guid>
      <description>&lt;p&gt;ncline is a tool to automate the download, configuration and compilation processes for the engine and its accompanying projects.&#xA;It has been uploaded on GitHub where you will find the &lt;a href=&#34;https://github.com/nCine/ncline&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;ncline&lt;/a&gt; and the &lt;a href=&#34;https://github.com/nCine/ncline-artifacts&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;ncline-artifacts&lt;/a&gt; repositories.&lt;/p&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>ncTracer</title>
      <link>https://ncine.github.io/gallery/nctracer/</link>
      <pubDate>Mon, 05 Aug 2019 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/gallery/nctracer/</guid>
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All Platforms&#xA;&#xA;&lt;/a&gt;&#xA;&#xA;&#xA;&lt;/div&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;ncTracer&lt;/strong&gt; is an ImGui interface for the &lt;a href=&#34;https://github.com/encelo/pmTracer&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Poor Man&amp;rsquo;s Tracer&lt;/a&gt;, a very simple and minimal ray tracing and path tracing library.&lt;/p&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Controls&#xA;    &lt;div id=&#34;controls&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;p&gt;Use the mouse, the keyboard, the gamepad, or the touch screen to interact with the ImGui interface.&#xA;Pressing &lt;code&gt;Escape&lt;/code&gt; on the keyboard will quit the application.&lt;/p&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>ncInvaders</title>
      <link>https://ncine.github.io/gallery/ncinvaders/</link>
      <pubDate>Tue, 30 Jul 2019 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/gallery/ncinvaders/</guid>
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All Platforms&#xA;&#xA;&lt;/a&gt;&#xA;&#xA;&#xA;&lt;/div&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;ncInvaders&lt;/strong&gt; is a simplified Space Invaders clone made with the nCine as an example game.&lt;/p&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Videos&#xA;    &lt;div id=&#34;videos&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;div style=&#34;position: relative; padding-bottom: 56.25%; height: 0; overflow: hidden;&#34;&gt;&#xA;      &lt;iframe allow=&#34;accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share; fullscreen&#34; loading=&#34;lazy&#34; referrerpolicy=&#34;strict-origin-when-cross-origin&#34; src=&#34;https://www.youtube.com/embed/31k4adykiNA?autoplay=0&amp;amp;controls=1&amp;amp;end=0&amp;amp;loop=0&amp;amp;mute=0&amp;amp;start=0&#34; style=&#34;position: absolute; top: 0; left: 0; width: 100%; height: 100%; border:0;&#34; title=&#34;ncInvaders - a simplified version of Space Invaders made with the nCine&#34;&gt;&lt;/iframe&gt;&#xA;    &lt;/div&gt;&#xA;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Controls&#xA;    &lt;div id=&#34;controls&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Pressing the left/right arrow keys, clicking or touching the screen on the left or right side, or moving the left gamepad stick left/right will move the spaceship&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;Space&lt;/code&gt; on the keyboard, or the &lt;code&gt;A&lt;/code&gt; button on the gamepad, or clicking or touching the center of the screen will make the spaceship fire a rocket&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;R&lt;/code&gt; on the keyboard or &lt;code&gt;Start&lt;/code&gt; on the gamepad will reset the game&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;P&lt;/code&gt; on the keyboard or &lt;code&gt;Back&lt;/code&gt; on the gamepad will toggle the pause&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;Escape&lt;/code&gt; on the keyboard or &lt;code&gt;Guide&lt;/code&gt; on the gamepad will quit the game&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>ncTemplate</title>
      <link>https://ncine.github.io/news/2019-07-29-template-project/</link>
      <pubDate>Mon, 29 Jul 2019 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/news/2019-07-29-template-project/</guid>
      <description>&lt;p&gt;If you go on GitHub today you will find the &lt;a href=&#34;https://github.com/nCine/ncTemplate&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;ncTemplate&lt;/a&gt; and &lt;a href=&#34;https://github.com/nCine/ncTemplate-data&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;ncTemplate-data&lt;/a&gt; repositories.&lt;/p&gt;&#xA;&lt;p&gt;You can use them as a starting point for your nCine projects.&lt;/p&gt;&#xA;&lt;p&gt;ncPong, ncParticleEditor and ncInvaders have been adapted to use the new template scripts.&lt;/p&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>ncInvaders</title>
      <link>https://ncine.github.io/news/2019-07-25-ncinvaders/</link>
      <pubDate>Thu, 25 Jul 2019 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/news/2019-07-25-ncinvaders/</guid>
      <description>&lt;p&gt;ncInvaders, a simplified version of Space Invaders made with the nCine, has been uploaded on GitHub.&#xA;You will find the usual &lt;a href=&#34;https://github.com/nCine/ncInvaders&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;ncInvaders&lt;/a&gt;, &lt;a href=&#34;https://github.com/nCine/ncInvaders-data&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;ncInvaders-data&lt;/a&gt; and &lt;a href=&#34;https://github.com/nCine/ncInvaders-artifacts&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;ncInvaders-artifacts&lt;/a&gt; repositories online.&lt;/p&gt;&#xA;&lt;p&gt;It has also been compiled with Emscripten and made available &lt;a href=&#34;/ncinvaders&#34; &gt;here&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;ncInvaders&#34;&#xA;    src=&#34;/img/gallery/ncInvaders.png&#34;&#xA;    &gt;&lt;figcaption&gt;ncInvaders&lt;/figcaption&gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>Emscripten port</title>
      <link>https://ncine.github.io/news/2019-07-14-emscripten/</link>
      <pubDate>Sun, 14 Jul 2019 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/news/2019-07-14-emscripten/</guid>
      <description>&lt;p&gt;A new and exciting platform has been added to the nCine already long list: &lt;a href=&#34;https://emscripten.org/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Emscripten&lt;/a&gt;.&#xA;It means that you can now easily port your games and tools to the web!&lt;/p&gt;&#xA;&lt;p&gt;Try out some of the &lt;a href=&#34;/web-tests&#34; &gt;web tests&lt;/a&gt; and have a look at the build &lt;a href=&#34;/build-emscripten&#34; &gt;instructions&lt;/a&gt; to learn more.&lt;/p&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>Eight years in the works</title>
      <link>https://ncine.github.io/news/2019-06-19-eight-years/</link>
      <pubDate>Wed, 19 Jun 2019 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/news/2019-06-19-eight-years/</guid>
      <description>&lt;p&gt;This is not the first anniversary post on the site, but there is an interesting difference this year.&lt;/p&gt;&#xA;&lt;p&gt;Now that the source code have been released you can have a look at that very first &lt;a href=&#34;https://github.com/nCine/nCine/commit/6bf318de68ed5c453eaacd867c8e83c853f64edc&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;commit&lt;/a&gt; from eight years ago!&lt;/p&gt;&#xA;&lt;p&gt;Happy birthday, nCine. &amp;#x1f37e;&lt;/p&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>Article on GameFromScratch</title>
      <link>https://ncine.github.io/news/2019-06-17-game-from-scratch/</link>
      <pubDate>Mon, 17 Jun 2019 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/news/2019-06-17-game-from-scratch/</guid>
      <description>&lt;p&gt;Today &lt;a href=&#34;https://www.gamefromscratch.com/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;GameFromScratch&lt;/a&gt; has talked about the nCine!&lt;/p&gt;&#xA;&lt;p&gt;With an &lt;a href=&#34;https://www.gamefromscratch.com/post/2019/06/17/nCine-2D-Open-Source-Game-Engine.aspx&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;article&lt;/a&gt; on the site, a &lt;a href=&#34;https://twitter.com/gamefromscratch/status/1140649100867751936&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;tweet&lt;/a&gt; (actually &lt;a href=&#34;https://twitter.com/gamefromscratch/status/1140649916609568769&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;two&lt;/a&gt; &amp;#x1f604;) and a ten minutes overview &lt;a href=&#34;https://www.youtube.com/watch?v=RdwuMKq2BmU&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;video&lt;/a&gt; on YouTube.&lt;/p&gt;&#xA;&lt;div style=&#34;position: relative; padding-bottom: 56.25%; height: 0; overflow: hidden;&#34;&gt;&#xA;      &lt;iframe allow=&#34;accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share; fullscreen&#34; loading=&#34;lazy&#34; referrerpolicy=&#34;strict-origin-when-cross-origin&#34; src=&#34;https://www.youtube.com/embed/RdwuMKq2BmU?autoplay=0&amp;amp;controls=1&amp;amp;end=0&amp;amp;loop=0&amp;amp;mute=0&amp;amp;start=0&#34; style=&#34;position: absolute; top: 0; left: 0; width: 100%; height: 100%; border:0;&#34; title=&#34;nCine 2D C&amp;#43;&amp;#43; Open Source Game Engine&#34;&gt;&lt;/iframe&gt;&#xA;    &lt;/div&gt;&#xA;&#xA;</description>
      
    </item>
    
    <item>
      <title>Article on Phoronix</title>
      <link>https://ncine.github.io/news/2019-06-01-phoronix/</link>
      <pubDate>Sat, 01 Jun 2019 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/news/2019-06-01-phoronix/</guid>
      <description>&lt;p&gt;It is an honor for the nCine to appear in an &lt;a href=&#34;https://www.phoronix.com/scan.php?page=news_item&amp;amp;px=nCine-Game-Engine&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;article&lt;/a&gt; on &lt;a href=&#34;https://www.phoronix.com/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Phoronix&lt;/a&gt; today!&lt;/p&gt;&#xA;&lt;p&gt;Many thanks to &lt;a href=&#34;https://michaellarabel.com/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Michael Larabel&lt;/a&gt; for the very first press coverage about the project.&lt;/p&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>Source code released</title>
      <link>https://ncine.github.io/news/2019-05-30-source-released/</link>
      <pubDate>Thu, 30 May 2019 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/news/2019-05-30-source-released/</guid>
      <description>&lt;p&gt;The time has come, the source code has been released!&#xA;Go on GitHub and take a look at the &lt;a href=&#34;https://github.com/nCine&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;nCine organization&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;You will find the &lt;a href=&#34;https://github.com/nCine/nCine&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;engine&lt;/a&gt; code, the &lt;a href=&#34;https://github.com/nCine/ncPong&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Pong&lt;/a&gt; example project, the &lt;a href=&#34;https://github.com/nCine/ncParticleEditor&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;particle editor&lt;/a&gt;, the data sets, the CMake scripts used to compile all the dependency libraries on &lt;a href=&#34;https://github.com/nCine/nCine-libraries&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;PC&lt;/a&gt; and &lt;a href=&#34;https://github.com/nCine/nCine-android-libraries&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Android&lt;/a&gt;, the Jekyll &lt;a href=&#34;https://github.com/nCine/nCine-site&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;website&lt;/a&gt; and the artifacts from the Azure Pipelines &lt;a href=&#34;https://dev.azure.com/encelo/nCine/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;continuous integration&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Follow the project on &lt;a href=&#34;https://twitter.com/nCine2D&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Twitter&lt;/a&gt; and come on &lt;a href=&#34;https://discord.gg/495ab6Y&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Discord&lt;/a&gt; to share your ideas and your nCine games! &amp;#x1f609;&lt;/p&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>ncParticleEditor</title>
      <link>https://ncine.github.io/gallery/ncparticleeditor/</link>
      <pubDate>Sat, 15 Sep 2018 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/gallery/ncparticleeditor/</guid>
      <description>&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;ncParticleEditor&#34;&#xA;    src=&#34;/img/gallery/ncParticleEditor.png&#34;&#xA;    &gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;&lt;style&gt;&#xA;  .button-group-inline {&#xA;    text-align: center;&#xA;    margin: 0.5em 0;  &#xA;  }&#xA;&#xA;  .button-group-inline a {&#xA;    display: inline-block;&#xA;    margin: 0.25em;  &#xA;    text-decoration: none;&#xA;  }&#xA;&lt;/style&gt;&#xA;&#xA;&lt;div class=&#34;button-group-inline&#34;&gt;&#xA;  &#xA;&lt;a&#xA;  class=&#34;!rounded-md bg-primary-600 px-4 py-2 !text-neutral !no-underline hover:!bg-primary-500 dark:bg-primary-800 dark:hover:!bg-primary-700&#34;&#xA;  href=&#34;/ncparticleeditor&#34;&#xA;  target=&#34;_blank&#34;&#xA;  &#xA;  role=&#34;button&#34;&gt;&#xA;  &#xA;&lt;span class=&#34;relative inline-block align-text-bottom icon&#34;&gt;&lt;svg xmlns=&#34;http://www.w3.org/2000/svg&#34; 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All Platforms&#xA;&#xA;&lt;/a&gt;&#xA;&#xA;&#xA;&lt;/div&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;ncParticleEditor&lt;/strong&gt; is a particle editor with an ImGui interface that uses the nCine particle emitter API for its effects.&lt;/p&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Videos&#xA;    &lt;div id=&#34;videos&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;div style=&#34;position: relative; padding-bottom: 56.25%; height: 0; overflow: hidden;&#34;&gt;&#xA;      &lt;iframe allow=&#34;accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share; fullscreen&#34; loading=&#34;lazy&#34; referrerpolicy=&#34;strict-origin-when-cross-origin&#34; src=&#34;https://www.youtube.com/embed/RLNI5NMCJ1E?autoplay=0&amp;amp;controls=1&amp;amp;end=0&amp;amp;loop=0&amp;amp;mute=0&amp;amp;start=0&#34; style=&#34;position: absolute; top: 0; left: 0; width: 100%; height: 100%; border:0;&#34; title=&#34;ncParticleEditor&#34;&gt;&lt;/iframe&gt;&#xA;    &lt;/div&gt;&#xA;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Controls&#xA;    &lt;div id=&#34;controls&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;p&gt;Use the mouse, the keyboard, the gamepad, or the touch screen to interact with the ImGui interface.&#xA;The ImGui menu items will show their keyboard shortcuts.&#xA;Pressing &lt;code&gt;CTRL + Q&lt;/code&gt; on the keyboard will quit the application.&lt;/p&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>Six years ago</title>
      <link>https://ncine.github.io/news/2017-06-19-six-years/</link>
      <pubDate>Mon, 19 Jun 2017 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/news/2017-06-19-six-years/</guid>
      <description>&lt;p&gt;Another year has passed and the project activity is still as high as it was in the very beginning!&lt;/p&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>ncPong</title>
      <link>https://ncine.github.io/gallery/ncpong/</link>
      <pubDate>Thu, 30 Jun 2016 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/gallery/ncpong/</guid>
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d=&#34;M288 32c0-17.7-14.3-32-32-32s-32 14.3-32 32V274.7l-73.4-73.4c-12.5-12.5-32.8-12.5-45.3 0s-12.5 32.8 0 45.3l128 128c12.5 12.5 32.8 12.5 45.3 0l128-128c12.5-12.5 12.5-32.8 0-45.3s-32.8-12.5-45.3 0L288 274.7V32zM64 352c-35.3 0-64 28.7-64 64v32c0 35.3 28.7 64 64 64H448c35.3 0 64-28.7 64-64V416c0-35.3-28.7-64-64-64H346.5l-45.3 45.3c-25 25-65.5 25-90.5 0L165.5 352H64zM432 456c-13.3 0-24-10.7-24-24s10.7-24 24-24s24 10.7 24 24s-10.7 24-24 24z&#34;/&gt;&lt;/svg&gt;&lt;/span&gt; Windows&#xA;&#xA;  &lt;/span&gt;&#xA;&lt;/a&gt;&#xA;&#xA;&#xA;&#xA;&lt;a&#xA;  class=&#34;artifact-download-btn !rounded-md bg-primary-600 px-3 py-1.5 !text-neutral !no-underline hover:!bg-primary-500 dark:bg-primary-800 dark:hover:!bg-primary-700 text-sm inline-flex items-center gap-1&#34;&#xA;  href=&#34;https://github.com/nCine/ncPong-artifacts/tree/ncPong-master-macos15-appleclang&#34;&#xA;  data-repo=&#34;nCine/ncPong-artifacts&#34;&#xA;  data-branch=&#34;ncPong-master-macos15-appleclang&#34;&#xA;  data-manifest=&#34;manifest.json&#34;&#xA; 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All Platforms&#xA;&#xA;&lt;/a&gt;&#xA;&#xA;&#xA;&lt;/div&gt;&#xA;&#xA;&lt;p&gt;&lt;strong&gt;ncPong&lt;/strong&gt; is a minimal Pong clone made with the nCine as an example game.&lt;/p&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Videos&#xA;    &lt;div id=&#34;videos&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;div style=&#34;position: relative; padding-bottom: 56.25%; height: 0; overflow: hidden;&#34;&gt;&#xA;      &lt;iframe allow=&#34;accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share; fullscreen&#34; loading=&#34;lazy&#34; referrerpolicy=&#34;strict-origin-when-cross-origin&#34; src=&#34;https://www.youtube.com/embed/5lSYZtRQhgQ?autoplay=0&amp;amp;controls=1&amp;amp;end=0&amp;amp;loop=0&amp;amp;mute=0&amp;amp;start=0&#34; style=&#34;position: absolute; top: 0; left: 0; width: 100%; height: 100%; border:0;&#34; title=&#34;ncPong - an example game made with the nCine&#34;&gt;&lt;/iframe&gt;&#xA;    &lt;/div&gt;&#xA;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Screenshots&#xA;    &lt;div id=&#34;screenshots&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;p&gt;&lt;figure&gt;&lt;img&#xA;    class=&#34;my-0 rounded-md&#34;&#xA;    loading=&#34;lazy&#34;&#xA;    decoding=&#34;async&#34;&#xA;    fetchpriority=&#34;low&#34;&#xA;    alt=&#34;ncPong Lua&#34;&#xA;    src=&#34;/img/gallery/ncPong_Lua.png&#34;&#xA;    &gt;&lt;figcaption&gt;Part of the source code of the Lua version of &lt;code&gt;ncPong&lt;/code&gt;&lt;/figcaption&gt;&lt;/figure&gt;&#xA;&lt;/p&gt;&#xA;&#xA;&lt;h2 class=&#34;relative group&#34;&gt;Controls&#xA;    &lt;div id=&#34;controls&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h2&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;Pressing the up/down or &lt;code&gt;W&lt;/code&gt;/&lt;code&gt;S&lt;/code&gt; keys, clicking or touching the screen, or moving the left gamepad stick up/down will move the paddle&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;R&lt;/code&gt; on the keyboard or &lt;code&gt;Start&lt;/code&gt; on the gamepad will reset the game&lt;/li&gt;&#xA;&lt;li&gt;Pressing &lt;code&gt;Escape&lt;/code&gt; on the keyboard or &lt;code&gt;Guide&lt;/code&gt; on the gamepad will quit the game&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>Closed beta</title>
      <link>https://ncine.github.io/news/2016-06-26-closed-beta/</link>
      <pubDate>Sun, 26 Jun 2016 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/news/2016-06-26-closed-beta/</guid>
      <description>&lt;p&gt;A short testing period among a small group of testers has just started.&lt;/p&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>Five years ago</title>
      <link>https://ncine.github.io/news/2016-06-19-five-years/</link>
      <pubDate>Sun, 19 Jun 2016 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/news/2016-06-19-five-years/</guid>
      <description>&lt;p&gt;Five years ago, on June the 19th of 2011, the initial source code for the nCine was committed in Mercurial.&lt;/p&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>About</title>
      <link>https://ncine.github.io/about/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/about/</guid>
      <description>&lt;p&gt;Yet another game engine, what a complete waste of time! Am I right? &amp;#x1f612;&lt;/p&gt;&#xA;&lt;p&gt;Well, it surely wasn&amp;rsquo;t a waste of time for me, I learned plenty of stuff and had a lot of fun programming it.&#xA;And it has also started to be useful to others!&lt;/p&gt;&#xA;&lt;p&gt;It might not captivate the interest of who uses big engines like &lt;a href=&#34;https://www.unrealengine.com&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Unreal&lt;/a&gt;, &lt;a href=&#34;https://unity.com/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Unity&lt;/a&gt; or &lt;a href=&#34;https://godotengine.org/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Godot&lt;/a&gt;, but it should attract users of frameworks like &lt;a href=&#34;http://www.cocos2d.org/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Cocos2d&lt;/a&gt;, &lt;a href=&#34;http://www.monogame.net/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;MonoGame&lt;/a&gt;, &lt;a href=&#34;https://libgdx.badlogicgames.com/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;LibGDX&lt;/a&gt;, &lt;a href=&#34;https://love2d.org/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;LÖVE&lt;/a&gt;, &lt;a href=&#34;https://www.sfml-dev.org/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;SFML&lt;/a&gt;, &lt;a href=&#34;https://www.lwjgl.org/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;LWJGL&lt;/a&gt;, &lt;a href=&#34;https://phaser.io/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Phaser&lt;/a&gt;, &lt;a href=&#34;https://haxeflixel.com/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;HaxeFlixel&lt;/a&gt;, or &lt;a href=&#34;https://www.raylib.com/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;raylib&lt;/a&gt;.&lt;/p&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Some use cases&#xA;    &lt;div id=&#34;some-use-cases&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;p&gt;&lt;strong&gt;1.&lt;/strong&gt; It could be used for small cross-platform &lt;strong&gt;2D games&lt;/strong&gt;. You can program your game in C++ for maximum performance and the ability to customize the engine itself or you can use the &lt;a href=&#34;https://www.lua.org/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Lua&lt;/a&gt; bindings for prototypes or game jams.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;2.&lt;/strong&gt; You can use the &lt;a href=&#34;https://github.com/ocornut/imgui&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;ImGui&lt;/a&gt; integration and put together &lt;strong&gt;game developing tools&lt;/strong&gt; like I did with my &lt;a href=&#34;https://www.youtube.com/watch?v=RLNI5NMCJ1E&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;particle editor&lt;/a&gt; or with &lt;a href=&#34;https://encelo.itch.io/spookyghost&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;SpookyGhost&lt;/a&gt;. They would be cross-platform and work on Android and the web as well.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;3.&lt;/strong&gt; When compiled as a static library it becomes a &lt;strong&gt;graphics demo framework&lt;/strong&gt; and every low-level implementation class would be accessible, including the OpenGL and threading layers.&#xA;All the other features would still be available, like the cross-platform abstraction, the template library, or the &lt;a href=&#34;https://renderdoc.org/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;RenderDoc&lt;/a&gt; and &lt;a href=&#34;https://bitbucket.org/wolfpld/tracy/src/master/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Tracy&lt;/a&gt; integrations.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;4.&lt;/strong&gt; Being a minimal open source engine programmed by a single person, it can represent a starting point to &lt;strong&gt;learn and experiment&lt;/strong&gt; with game engine programming. &amp;#x1f609;&lt;/p&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>Credits</title>
      <link>https://ncine.github.io/credits/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/credits/</guid>
      <description>&lt;p&gt;This site is built with &lt;a href=&#34;https://gohugo.io/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Hugo&lt;/a&gt; using the &lt;a href=&#34;https://blowfish.page/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Blowfish&lt;/a&gt; theme by &lt;a href=&#34;https://n9o.xyz/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Nuno Coração&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;The &lt;a href=&#34;https://unsplash.com/photos/a-group-of-cubes-that-are-on-a-table-rPdxh2xl2-E&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;background image&lt;/a&gt; is by &lt;a href=&#34;https://unsplash.com/@fakurian&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Milad Fakurian&lt;/a&gt; on Unsplash.&lt;/p&gt;&#xA;&lt;p&gt;This site is licensed under the &lt;a href=&#34;https://creativecommons.org/licenses/by-nc-sa/4.0/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Creative Commons BY-NC-SA 4.0 International&lt;/a&gt; license.&lt;/p&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>Donate</title>
      <link>https://ncine.github.io/donate/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/donate/</guid>
      <description>&lt;p&gt;I&amp;rsquo;m an engine and graphics programmer from the AAA game industry that has been pursuing a dream since 2011: to write my own engine and witness what people can create with it!&lt;/p&gt;&#xA;&lt;p&gt;nCine is a cross-platform 2D game engine written in C++ with an emphasis on performance. It is also scriptable in Lua for more flexibility.&#xA;You can use it to create your games and tools, or to learn and experiment with its source code.&lt;/p&gt;&#xA;&lt;p&gt;With your donations I can bring my commitment to a whole new level and push even harder in important aspects like performance, usability, and extensibility.&lt;/p&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Platforms&#xA;    &lt;div id=&#34;platforms&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&#xA;&lt;h4 class=&#34;relative group&#34;&gt;GitHub Sponsors&#xA;    &lt;div id=&#34;github-sponsors&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h4&gt;&#xA;&lt;a class=&#34;github-button&#34; href=&#34;https://github.com/sponsors/encelo&#34;&#xA;   data-icon=&#34;octicon-heart&#34; data-size=&#34;large&#34;&#xA;   aria-label=&#34;Sponsor @encelo on GitHub&#34;&gt;Sponsor&lt;/a&gt;&#xA;&lt;script async defer src=&#34;https://buttons.github.io/buttons.js&#34;&gt;&lt;/script&gt;&#xA;&#xA;&#xA;&lt;h4 class=&#34;relative group&#34;&gt;Patreon&#xA;    &lt;div id=&#34;patreon&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h4&gt;&#xA;&lt;a href=&#34;https://www.patreon.com/bePatron?u=7042981&#34;&#xA;   data-patreon-widget-type=&#34;become-patron-button&#34;&gt;Become a Patron!&lt;/a&gt;&#xA;&lt;script async src=&#34;https://c6.patreon.com/becomePatronButton.bundle.js&#34;&gt;&lt;/script&gt;&#xA;&#xA;&#xA;&lt;h4 class=&#34;relative group&#34;&gt;Ko-Fi&#xA;    &lt;div id=&#34;ko-fi&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h4&gt;&#xA;&lt;script type=&#39;text/javascript&#39; src=&#39;https://ko-fi.com/widgets/widget_2.js&#39;&gt;&lt;/script&gt;&#xA;&lt;script type=&#39;text/javascript&#39;&gt;&#xA;kofiwidget2.init(&#39;Support Me on Ko-fi&#39;, &#39;#29abe0&#39;, &#39;R6R3167R8&#39;);&#xA;kofiwidget2.draw();&#xA;&lt;/script&gt;&#xA;&#xA;&#xA;&lt;h4 class=&#34;relative group&#34;&gt;Buy Me a Coffee&#xA;    &lt;div id=&#34;buy-me-a-coffee&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h4&gt;&#xA;&lt;script type=&#34;text/javascript&#34;&#xA;  src=&#34;https://cdnjs.buymeacoffee.com/1.0.0/button.prod.min.js&#34;&#xA;  data-name=&#34;bmc-button&#34;&#xA;  data-slug=&#34;encelo&#34;&#xA;  data-color=&#34;#79D6B5&#34;&#xA;  data-emoji=&#34;&#34;&#xA;  data-font=&#34;Cookie&#34;&#xA;  data-text=&#34;Buy me a coffee&#34;&#xA;  data-outline-color=&#34;#000000&#34;&#xA;  data-font-color=&#34;#ffffff&#34;&#xA;  data-coffee-color=&#34;#FFDD00&#34;&gt;&#xA;&lt;/script&gt;&#xA;&#xA;&#xA;&lt;h4 class=&#34;relative group&#34;&gt;LiberaPay&#xA;    &lt;div id=&#34;liberapay&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h4&gt;&#xA;&lt;script src=&#34;https://liberapay.com/encelo/widgets/button.js&#34;&gt;&lt;/script&gt;&#xA;&lt;noscript&gt;&#xA;  &lt;a href=&#34;https://liberapay.com/encelo/donate&#34;&gt;&#xA;    &lt;img alt=&#34;Donate using Liberapay&#34; src=&#34;https://liberapay.com/assets/widgets/donate.svg&#34;&gt;&#xA;  &lt;/a&gt;&#xA;&lt;/noscript&gt;&#xA;&#xA;&#xA;&lt;h4 class=&#34;relative group&#34;&gt;PayPal&#xA;    &lt;div id=&#34;paypal&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h4&gt;&#xA;&lt;form action=&#34;https://www.paypal.com/cgi-bin/webscr&#34; method=&#34;post&#34; target=&#34;_top&#34;&gt;&#xA;  &lt;input type=&#34;hidden&#34; name=&#34;cmd&#34; value=&#34;_s-xclick&#34; /&gt;&#xA;  &lt;input type=&#34;hidden&#34; name=&#34;hosted_button_id&#34; value=&#34;5Y9V7492ZNMAC&#34; /&gt;&#xA;  &lt;input type=&#34;image&#34; src=&#34;https://www.paypalobjects.com/en_US/ES/i/btn/btn_donateCC_LG.gif&#34;&#xA;         border=&#34;0&#34; name=&#34;submit&#34;&#xA;         title=&#34;PayPal - The safer, easier way to pay online!&#34;&#xA;         alt=&#34;Donate with PayPal button&#34; /&gt;&#xA;  &lt;img alt=&#34;&#34; border=&#34;0&#34; src=&#34;https://www.paypal.com/en_ES/i/scr/pixel.gif&#34; width=&#34;1&#34; height=&#34;1&#34; /&gt;&#xA;&lt;/form&gt;&#xA;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Sponsors&#xA;    &lt;div id=&#34;sponsors&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&#34;https://icculus.org/microgrant2020/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Icculus Microgrant 2020&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>Download Instructions</title>
      <link>https://ncine.github.io/download/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/download/</guid>
      <description>&lt;div style=&#34;display:flex; flex-wrap:wrap; justify-content:center; gap:4px; align-items:center; line-height:1; margin:0;&#34;&gt;&#xA;  &#xA;&lt;a&#xA;  class=&#34;artifact-download-btn !rounded-md bg-primary-600 px-3 py-1.5 !text-neutral !no-underline hover:!bg-primary-500 dark:bg-primary-800 dark:hover:!bg-primary-700 text-sm inline-flex items-center gap-1&#34;&#xA;  href=&#34;https://github.com/nCine/nCine-artifacts/tree/nCine-master-windows-vs2022&#34;&#xA;  data-repo=&#34;nCine/nCine-artifacts&#34;&#xA;  data-branch=&#34;nCine-master-windows-vs2022&#34;&#xA;  data-manifest=&#34;manifest.json&#34;&#xA;  data-artifact=&#34;portable&#34;&#xA;  role=&#34;button&#34;&#xA;&gt;&#xA;  &lt;span class=&#34;label&#34;&gt;&#xA;    &#xA;&lt;span class=&#34;relative inline-block align-text-bottom icon&#34;&gt;&lt;svg xmlns=&#34;http://www.w3.org/2000/svg&#34; viewBox=&#34;0 0 512 512&#34;&gt;&lt;path fill=&#34;currentColor&#34; d=&#34;M288 32c0-17.7-14.3-32-32-32s-32 14.3-32 32V274.7l-73.4-73.4c-12.5-12.5-32.8-12.5-45.3 0s-12.5 32.8 0 45.3l128 128c12.5 12.5 32.8 12.5 45.3 0l128-128c12.5-12.5 12.5-32.8 0-45.3s-32.8-12.5-45.3 0L288 274.7V32zM64 352c-35.3 0-64 28.7-64 64v32c0 35.3 28.7 64 64 64H448c35.3 0 64-28.7 64-64V416c0-35.3-28.7-64-64-64H346.5l-45.3 45.3c-25 25-65.5 25-90.5 0L165.5 352H64zM432 456c-13.3 0-24-10.7-24-24s10.7-24 24-24s24 10.7 24 24s-10.7 24-24 24z&#34;/&gt;&lt;/svg&gt;&lt;/span&gt; Windows&#xA;&#xA;  &lt;/span&gt;&#xA;&lt;/a&gt;&#xA;&#xA;&#xA;&#xA;&lt;a&#xA;  class=&#34;artifact-download-btn !rounded-md bg-primary-600 px-3 py-1.5 !text-neutral !no-underline hover:!bg-primary-500 dark:bg-primary-800 dark:hover:!bg-primary-700 text-sm inline-flex items-center gap-1&#34;&#xA;  href=&#34;https://github.com/nCine/nCine-artifacts/tree/nCine-master-macos15-appleclang&#34;&#xA;  data-repo=&#34;nCine/nCine-artifacts&#34;&#xA;  data-branch=&#34;nCine-master-macos15-appleclang&#34;&#xA;  data-manifest=&#34;manifest.json&#34;&#xA;  data-artifact=&#34;portable&#34;&#xA;  role=&#34;button&#34;&#xA;&gt;&#xA;  &lt;span class=&#34;label&#34;&gt;&#xA;    &#xA;&lt;span class=&#34;relative inline-block align-text-bottom icon&#34;&gt;&lt;svg xmlns=&#34;http://www.w3.org/2000/svg&#34; viewBox=&#34;0 0 512 512&#34;&gt;&lt;path fill=&#34;currentColor&#34; d=&#34;M288 32c0-17.7-14.3-32-32-32s-32 14.3-32 32V274.7l-73.4-73.4c-12.5-12.5-32.8-12.5-45.3 0s-12.5 32.8 0 45.3l128 128c12.5 12.5 32.8 12.5 45.3 0l128-128c12.5-12.5 12.5-32.8 0-45.3s-32.8-12.5-45.3 0L288 274.7V32zM64 352c-35.3 0-64 28.7-64 64v32c0 35.3 28.7 64 64 64H448c35.3 0 64-28.7 64-64V416c0-35.3-28.7-64-64-64H346.5l-45.3 45.3c-25 25-65.5 25-90.5 0L165.5 352H64zM432 456c-13.3 0-24-10.7-24-24s10.7-24 24-24s24 10.7 24 24s-10.7 24-24 24z&#34;/&gt;&lt;/svg&gt;&lt;/span&gt; macOS 15 (AppleSilicon)&#xA;&#xA;  &lt;/span&gt;&#xA;&lt;/a&gt;&#xA;&#xA;&#xA;&#xA;&lt;a&#xA;  class=&#34;artifact-download-btn !rounded-md bg-primary-600 px-3 py-1.5 !text-neutral !no-underline hover:!bg-primary-500 dark:bg-primary-800 dark:hover:!bg-primary-700 text-sm inline-flex items-center gap-1&#34;&#xA;  href=&#34;https://github.com/nCine/nCine-artifacts/tree/nCine-master-linux-gcc&#34;&#xA;  data-repo=&#34;nCine/nCine-artifacts&#34;&#xA;  data-branch=&#34;nCine-master-linux-gcc&#34;&#xA;  data-manifest=&#34;manifest.json&#34;&#xA;  data-artifact=&#34;portable&#34;&#xA;  role=&#34;button&#34;&#xA;&gt;&#xA;  &lt;span class=&#34;label&#34;&gt;&#xA;    &#xA;&lt;span class=&#34;relative inline-block align-text-bottom icon&#34;&gt;&lt;svg xmlns=&#34;http://www.w3.org/2000/svg&#34; viewBox=&#34;0 0 512 512&#34;&gt;&lt;path fill=&#34;currentColor&#34; d=&#34;M288 32c0-17.7-14.3-32-32-32s-32 14.3-32 32V274.7l-73.4-73.4c-12.5-12.5-32.8-12.5-45.3 0s-12.5 32.8 0 45.3l128 128c12.5 12.5 32.8 12.5 45.3 0l128-128c12.5-12.5 12.5-32.8 0-45.3s-32.8-12.5-45.3 0L288 274.7V32zM64 352c-35.3 0-64 28.7-64 64v32c0 35.3 28.7 64 64 64H448c35.3 0 64-28.7 64-64V416c0-35.3-28.7-64-64-64H346.5l-45.3 45.3c-25 25-65.5 25-90.5 0L165.5 352H64zM432 456c-13.3 0-24-10.7-24-24s10.7-24 24-24s24 10.7 24 24s-10.7 24-24 24z&#34;/&gt;&lt;/svg&gt;&lt;/span&gt; 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All Platforms&#xA;&#xA;&lt;/a&gt;&#xA;&#xA;&#xA;&lt;/div&gt;&#xA;&#xA;&lt;p&gt;These buttons let you quickly download prebuilt nCine binaries for your platform. For more platforms or branches, click &lt;strong&gt;All Platforms&lt;/strong&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Before building or running projects, it may be useful to read the &lt;a href=&#34;https://github.com/nCine/nCine/wiki/Getting-Started&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Getting Started guide&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;ncline&#xA;    &lt;div id=&#34;ncline&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;div style=&#34;display:flex; flex-wrap:wrap; justify-content:center; gap:4px; align-items:center; line-height:1; margin:0;&#34;&gt;&#xA;  &#xA;&lt;a&#xA;  class=&#34;artifact-download-btn !rounded-md bg-primary-600 px-3 py-1.5 !text-neutral !no-underline hover:!bg-primary-500 dark:bg-primary-800 dark:hover:!bg-primary-700 text-sm inline-flex items-center gap-1&#34;&#xA;  href=&#34;https://github.com/nCine/ncline-artifacts/tree/ncline-master-windows-vs2022&#34;&#xA;  data-repo=&#34;nCine/ncline-artifacts&#34;&#xA;  data-branch=&#34;ncline-master-windows-vs2022&#34;&#xA;  data-manifest=&#34;manifest.json&#34;&#xA;  data-artifact=&#34;portable&#34;&#xA;  role=&#34;button&#34;&#xA;&gt;&#xA;  &lt;span class=&#34;label&#34;&gt;&#xA;    &#xA;&lt;span class=&#34;relative inline-block align-text-bottom icon&#34;&gt;&lt;svg xmlns=&#34;http://www.w3.org/2000/svg&#34; viewBox=&#34;0 0 512 512&#34;&gt;&lt;path fill=&#34;currentColor&#34; d=&#34;M288 32c0-17.7-14.3-32-32-32s-32 14.3-32 32V274.7l-73.4-73.4c-12.5-12.5-32.8-12.5-45.3 0s-12.5 32.8 0 45.3l128 128c12.5 12.5 32.8 12.5 45.3 0l128-128c12.5-12.5 12.5-32.8 0-45.3s-32.8-12.5-45.3 0L288 274.7V32zM64 352c-35.3 0-64 28.7-64 64v32c0 35.3 28.7 64 64 64H448c35.3 0 64-28.7 64-64V416c0-35.3-28.7-64-64-64H346.5l-45.3 45.3c-25 25-65.5 25-90.5 0L165.5 352H64zM432 456c-13.3 0-24-10.7-24-24s10.7-24 24-24s24 10.7 24 24s-10.7 24-24 24z&#34;/&gt;&lt;/svg&gt;&lt;/span&gt; Windows&#xA;&#xA;  &lt;/span&gt;&#xA;&lt;/a&gt;&#xA;&#xA;&#xA;&#xA;&lt;a&#xA;  class=&#34;artifact-download-btn !rounded-md bg-primary-600 px-3 py-1.5 !text-neutral !no-underline hover:!bg-primary-500 dark:bg-primary-800 dark:hover:!bg-primary-700 text-sm inline-flex items-center gap-1&#34;&#xA; 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macOS 15 (AppleSilicon)&#xA;&#xA;  &lt;/span&gt;&#xA;&lt;/a&gt;&#xA;&#xA;&#xA;&#xA;&lt;a&#xA;  class=&#34;artifact-download-btn !rounded-md bg-primary-600 px-3 py-1.5 !text-neutral !no-underline hover:!bg-primary-500 dark:bg-primary-800 dark:hover:!bg-primary-700 text-sm inline-flex items-center gap-1&#34;&#xA;  href=&#34;https://github.com/nCine/ncline-artifacts/tree/ncline-master-linux-gcc&#34;&#xA;  data-repo=&#34;nCine/ncline-artifacts&#34;&#xA;  data-branch=&#34;ncline-master-linux-gcc&#34;&#xA;  data-manifest=&#34;manifest.json&#34;&#xA;  data-artifact=&#34;portable&#34;&#xA;  role=&#34;button&#34;&#xA;&gt;&#xA;  &lt;span class=&#34;label&#34;&gt;&#xA;    &#xA;&lt;span class=&#34;relative inline-block align-text-bottom icon&#34;&gt;&lt;svg xmlns=&#34;http://www.w3.org/2000/svg&#34; viewBox=&#34;0 0 512 512&#34;&gt;&lt;path fill=&#34;currentColor&#34; d=&#34;M288 32c0-17.7-14.3-32-32-32s-32 14.3-32 32V274.7l-73.4-73.4c-12.5-12.5-32.8-12.5-45.3 0s-12.5 32.8 0 45.3l128 128c12.5 12.5 32.8 12.5 45.3 0l128-128c12.5-12.5 12.5-32.8 0-45.3s-32.8-12.5-45.3 0L288 274.7V32zM64 352c-35.3 0-64 28.7-64 64v32c0 35.3 28.7 64 64 64H448c35.3 0 64-28.7 64-64V416c0-35.3-28.7-64-64-64H346.5l-45.3 45.3c-25 25-65.5 25-90.5 0L165.5 352H64zM432 456c-13.3 0-24-10.7-24-24s10.7-24 24-24s24 10.7 24 24s-10.7 24-24 24z&#34;/&gt;&lt;/svg&gt;&lt;/span&gt; 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All Platforms&#xA;&#xA;&lt;/a&gt;&#xA;&#xA;&#xA;&lt;/div&gt;&#xA;&#xA;&lt;p&gt;&lt;a href=&#34;https://github.com/nCine/ncline&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;ncline&lt;/a&gt; is an all-in-one command-line tool to download, configure, and build the libraries, the engine, and example projects.&lt;/p&gt;&#xA;&lt;hr&gt;&#xA;&#xA;&lt;h3 class=&#34;relative group&#34;&gt;Sources&#xA;    &lt;div id=&#34;sources&#34; class=&#34;anchor&#34;&gt;&lt;/div&gt;&#xA;    &#xA;&lt;/h3&gt;&#xA;&lt;p&gt;All source code is available on &lt;a href=&#34;https://github.com/nCine&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;GitHub&lt;/a&gt;. Start by cloning and building:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&#34;https://github.com/nCine/nCine-libraries&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;nCine-libraries&lt;/a&gt; and &lt;a href=&#34;https://github.com/nCine/nCine-android-libraries&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;nCine-android-libraries&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&#34;https://github.com/nCine/nCine&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;nCine&lt;/a&gt; and &lt;a href=&#34;https://github.com/nCine/nCine-data&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;nCine-data&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;Then optionally clone and build the example projects:&lt;/p&gt;&#xA;&lt;ul&gt;&#xA;&lt;li&gt;&lt;a href=&#34;https://github.com/nCine/ncTemplate&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;ncTemplate&lt;/a&gt; &amp;amp; &lt;a href=&#34;https://github.com/nCine/ncTemplate-data&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;ncTemplate-data&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&#34;https://github.com/nCine/ncPong&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;ncPong&lt;/a&gt; &amp;amp; &lt;a href=&#34;https://github.com/nCine/ncPong-data&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;ncPong-data&lt;/a&gt;&lt;/li&gt;&#xA;&lt;li&gt;&lt;a href=&#34;https://github.com/nCine/ncInvaders&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;ncInvaders&lt;/a&gt; &amp;amp; &lt;a href=&#34;https://github.com/nCine/ncInvaders-data&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;ncInvaders-data&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;&#xA;&lt;p&gt;See &lt;a href=&#34;https://github.com/nCine/nCine/wiki/Build-Instructions&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Build Instructions&lt;/a&gt; for details.&lt;/p&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>F.A.Q.</title>
      <link>https://ncine.github.io/faq/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/faq/</guid>
      <description>&lt;ol&gt;&#xA;&lt;li&gt;&#xA;&lt;p&gt;&lt;strong&gt;How do you pronounce &amp;ldquo;&lt;em&gt;nCine&lt;/em&gt;&amp;rdquo;?&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;I like to think it is pronounced as in &amp;ldquo;&lt;em&gt;n-scene&lt;/em&gt;&amp;rdquo;.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&#xA;&lt;p&gt;&lt;strong&gt;Why the name?&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;The name is a combination of &amp;ldquo;&lt;em&gt;engine&lt;/em&gt;&amp;rdquo; and &amp;ldquo;&lt;em&gt;Encelo&lt;/em&gt;&amp;rdquo;, my nickname on the internet. &amp;#x1f604;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&#xA;&lt;p&gt;&lt;strong&gt;What does the logo represent?&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;The logo unifies all the letters that form the name of the project in a single entity. This concept is evident when you have a look at the &lt;a href=&#34;https://github.com/nCine/nCine-data/blob/master/icons/banner320x180.png&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;banner image&lt;/a&gt; used for Android TV.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&#xA;&lt;p&gt;&lt;strong&gt;Why don&amp;rsquo;t you use the STL? Why implementing a subset from scratch?&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;The main purpose of this project is learning new things. Reimplementing template based containers, iterators and algorithms gave me enough confidence to handle templates in C++.&lt;/p&gt;&#xA;&lt;p&gt;Having used &lt;a href=&#34;https://github.com/google/googletest&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Google Test&lt;/a&gt; and &lt;a href=&#34;https://github.com/google/benchmark&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;Google Benchmark&lt;/a&gt; also gave me enough confidence to know that it somehow works and sometimes performs well. &amp;#x1f609;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&#xA;&lt;p&gt;&lt;strong&gt;Are you going to support feature &amp;ldquo;X&amp;rdquo;?&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;The project is a constant work in progress but my spare time is limited and many basic functionalities are not there yet. You can help immensely by trying to develop something with the features that are available now and by giving me feedback about how to improve things.&lt;/p&gt;&#xA;&lt;p&gt;If you feel generous you can also support the project with a &lt;a href=&#34;/donate/&#34; &gt;donation&lt;/a&gt;. &amp;#x1f64f;&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;li&gt;&#xA;&lt;p&gt;&lt;strong&gt;Is the engine going to be limited to two dimensions forever?&lt;/strong&gt;&lt;/p&gt;&#xA;&lt;p&gt;Supporting a third dimension is a very tempting but also demanding job. Currently I have more pressing features on my to-do list.&lt;/p&gt;&#xA;&lt;/li&gt;&#xA;&lt;/ol&gt;&#xA;</description>
      
    </item>
    
    <item>
      <title>GnuPG Public Key</title>
      <link>https://ncine.github.io/gpg/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid>https://ncine.github.io/gpg/</guid>
      <description>&lt;p&gt;nCine&amp;rsquo;s commits are signed using the author&amp;rsquo;s GnuPG public key.&lt;/p&gt;&#xA;&lt;p&gt;The same key is also published on &lt;a href=&#34;https://encelo.github.io/gpg/&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;encelo.github.io&lt;/a&gt;, &lt;a href=&#34;https://github.com/encelo.gpg&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;GitHub&lt;/a&gt;, &lt;a href=&#34;https://keys.openpgp.org/vks/v1/by-fingerprint/387CDEFE8A87AEB328978C80728985A18FEE4962&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;keys.openpgp.org&lt;/a&gt;, and &lt;a href=&#34;https://keyserver.ubuntu.com/pks/lookup?op=get&amp;amp;search=0x387cdefe8a87aeb328978c80728985a18fee4962&#34;  target=&#34;_blank&#34; rel=&#34;noreferrer&#34;&gt;keyserver.ubuntu.com&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;&lt;strong&gt;Fingerprint&lt;/strong&gt;: &lt;code&gt;387C DEFE 8A87 AEB3 2897 8C80 7289 85A1 8FEE 4962&lt;/code&gt;&lt;/p&gt;&#xA;&lt;div class=&#34;highlight-wrapper&#34;&gt;&lt;div class=&#34;highlight&#34;&gt;&lt;pre tabindex=&#34;0&#34; style=&#34;color:#f8f8f2;background-color:#272822;-moz-tab-size:4;-o-tab-size:4;tab-size:4;-webkit-text-size-adjust:none;&#34;&gt;&lt;code class=&#34;language-text&#34; data-lang=&#34;text&#34;&gt;&lt;span style=&#34;display:flex;&#34;&gt;&lt;span&gt;-----BEGIN PGP PUBLIC KEY BLOCK-----&#xA;&lt;/span&gt;&lt;/span&gt;&lt;span style=&#34;display:flex;&#34;&gt;&lt;span&gt;&#xA;&lt;/span&gt;&lt;/span&gt;&lt;span style=&#34;display:flex;&#34;&gt;&lt;span&gt;mDMEaQtgRxYJKwYBBAHaRw8BAQdAOsr/iHk21mVkazyC+buM5GsA5KyivEF3OQEQ&#xA;&lt;/span&gt;&lt;/span&gt;&lt;span style=&#34;display:flex;&#34;&gt;&lt;span&gt;/V11CrK0I0FuZ2VsbyBUaGVvZG9yb3UgPGVuY2Vsb0BnbWFpbC5jb20+iJAEExYK&#xA;&lt;/span&gt;&lt;/span&gt;&lt;span style=&#34;display:flex;&#34;&gt;&lt;span&gt;ADgWIQQ4fN7+ioeusyiXjIByiYWhj+5JYgUCaQtgRwIbAwULCQgHAgYVCgkICwIE&#xA;&lt;/span&gt;&lt;/span&gt;&lt;span style=&#34;display:flex;&#34;&gt;&lt;span&gt;FgIDAQIeAQIXgAAKCRByiYWhj+5JYvN8AQDmNlD2nmwFD9CGfh7/QEq0kb358azG&#xA;&lt;/span&gt;&lt;/span&gt;&lt;span style=&#34;display:flex;&#34;&gt;&lt;span&gt;/6I5nbVF/zEZ5wEA+/HCoaJg2eAyK0jS1LrPdVE+3U4Ixl2LeMla7QCyRwO4OARp&#xA;&lt;/span&gt;&lt;/span&gt;&lt;span style=&#34;display:flex;&#34;&gt;&lt;span&gt;C2BHEgorBgEEAZdVAQUBAQdAwpyzK7PaJzREnEQMbCpUIwbV3dIpvBEcquiJflA7&#xA;&lt;/span&gt;&lt;/span&gt;&lt;span style=&#34;display:flex;&#34;&gt;&lt;span&gt;Qg8DAQgHiHgEGBYKACAWIQQ4fN7+ioeusyiXjIByiYWhj+5JYgUCaQtgRwIbDAAK&#xA;&lt;/span&gt;&lt;/span&gt;&lt;span style=&#34;display:flex;&#34;&gt;&lt;span&gt;CRByiYWhj+5JYnaQAQCtBL/OOglVfsIYX9U7oerRitbbiuQg4p6Kw0fNPS3POwEA&#xA;&lt;/span&gt;&lt;/span&gt;&lt;span style=&#34;display:flex;&#34;&gt;&lt;span&gt;49aeyHjT11/4dlFV2wrMtaeh+imyOGyvBqd5p4bKdQ64MwRpC2r7FgkrBgEEAdpH&#xA;&lt;/span&gt;&lt;/span&gt;&lt;span style=&#34;display:flex;&#34;&gt;&lt;span&gt;DwEBB0Bs7RiybfBx2yEjYMPEpk98eWt/G6Ulh4Y9UUB3R/Na9IjvBBgWCgAgFiEE&#xA;&lt;/span&gt;&lt;/span&gt;&lt;span style=&#34;display:flex;&#34;&gt;&lt;span&gt;OHze/oqHrrMol4yAcomFoY/uSWIFAmkLavsCGwIAgQkQcomFoY/uSWJ2IAQZFgoA&#xA;&lt;/span&gt;&lt;/span&gt;&lt;span style=&#34;display:flex;&#34;&gt;&lt;span&gt;HRYhBCc/915Oia6QVMcBcb+ZWujTPolgBQJpC2r7AAoJEL+ZWujTPolgR3UBAIiu&#xA;&lt;/span&gt;&lt;/span&gt;&lt;span style=&#34;display:flex;&#34;&gt;&lt;span&gt;2+IRG4xmAEXAMTut+5ZcGhdCjeyRSYQvE0T0FiPvAQC14YDsgOoqv35tWbXEchlJ&#xA;&lt;/span&gt;&lt;/span&gt;&lt;span style=&#34;display:flex;&#34;&gt;&lt;span&gt;4kI2AFNgfFZKlXIra2YiCGztAQCALqegst0KwnY81JKdZ2o2LD6p7XUzzq64Wplm&#xA;&lt;/span&gt;&lt;/span&gt;&lt;span style=&#34;display:flex;&#34;&gt;&lt;span&gt;bRH/iwEAw8ESd9PPfSK2H/uJnkpakhRYmLU/FQl8mZ8fno04SAG4MwRpC9BBFgkr&#xA;&lt;/span&gt;&lt;/span&gt;&lt;span style=&#34;display:flex;&#34;&gt;&lt;span&gt;BgEEAdpHDwEBB0BdwJI1hsw2l1hwe+5lThHsDX6dBs5cw3IgrtmaZF/lTIh4BBgW&#xA;&lt;/span&gt;&lt;/span&gt;&lt;span style=&#34;display:flex;&#34;&gt;&lt;span&gt;CgAgFiEEOHze/oqHrrMol4yAcomFoY/uSWIFAmkL0EECGyAACgkQcomFoY/uSWJ5&#xA;&lt;/span&gt;&lt;/span&gt;&lt;span style=&#34;display:flex;&#34;&gt;&lt;span&gt;XgD/Ys9XJW6l3vM9VstjHxgdgt8ra/1YYIugd9NMv2X26qcBAPn4+EYfTagYc4xp&#xA;&lt;/span&gt;&lt;/span&gt;&lt;span style=&#34;display:flex;&#34;&gt;&lt;span&gt;ale7w5HwiNr4P3FwoxtrlB5geggE&#xA;&lt;/span&gt;&lt;/span&gt;&lt;span style=&#34;display:flex;&#34;&gt;&lt;span&gt;=KP+Z&#xA;&lt;/span&gt;&lt;/span&gt;&lt;span style=&#34;display:flex;&#34;&gt;&lt;span&gt;-----END PGP PUBLIC KEY BLOCK-----&lt;/span&gt;&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;&lt;/div&gt;&#xA;</description>
      
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