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In addition to being more energy-efficient in general these performance improvements allow us to support features like high-DPI by default on macOS and Wayland you should see proper scaling for your display, particularly in fullscreen mode.
Super hexagon windows#
By default D3D11 is used on Windows while OpenGL is used on Linux and macOS you can try Vulkan by passing "-renderer Vulkan" as a launch option but it shouldn't make a big difference. Previously the game used fixed-function immediate-mode OpenGL, it now uses more GPU-friendly data that can be rendered by OpenGL, Direct3D 11, and even Vulkan! And we're able to provide all of this in a single binary - there are no special versions needed, the engine will pick whichever works best for your PC. The renderer has been replaced with FNA3D, which while not intended for use outside of its parent framework was useful for Hexagon since the game really only needs to render textureless polygons and text. It even does proper A/B swapping for Nintendo controllers! With this new input system we were also able to support hotplugging and dynamic input text, so when you have a controller plugged in the game will now present UI that matches controller bindings (i.e. No more binding arbitrary button numbers to actions if your controller is recognized by SDL (and in 2022 it almost definitely will be) it will map the controller automatically. The platform layer now uses SDL, which in addition to having robust window management (so yes, we finally made the window resizable!) it also brings vastly improved controller support. Aside from that, it's such a big rewrite it had to be split up into sections: Just about the only thing that was kept from the old framework was the text renderer, since most of the work gets done by FreeType anyway.
Super hexagon code#
With the Neo update, all three desktop platforms use exactly the same code with exactly the same features, and as weird as it sounds they should now all be buggy in exactly the same way, should bugs arise.
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Super hexagon Pc#
This problem is mostly our fault as the application maintainers normally you try to stay in sync with upstream, but for various reasons this didn't happen and we diverged enough to where it was easier to take a small, rough version of the ABI we used and write something that was made just for the PC version of this game. Super Hexagon was originally written with openFrameworks, and each platform ended up having its own unique version, meaning every platform behaved differently, had different features, was buggy in different ways, and so on. The framework has been completely rewritten from scratch, so 100% of the system-level code is brand new and shared across all three desktop OSes.
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The long version: What to expect from Neo Part 1: The game should now work on macOS Catalina and newer (sorry this took so long!) The window is now resizable, and macOS/Wayland now have high-DPI supportĬontroller support is better and the UI now accounts for controller input It should be more stable and in some cases quite a bit faster The framework got completely replaced with a new one built just for Super Hexagon There's a lot of technical goo in this update, so here's a short version that skips most of the details:
Super hexagon update#
This update sits firmly in the latter category: We've gone into the old source code and made significant changes to the engine, while keeping the game itself exactly as you remember (minus the bugs, hopefully!). This was jokingly named after the Doom 3 "neo" folder, since id Tech 4 was a pretty major rewrite of Tech 3 in addition to new features, supposedly one of the reasons for their rewrite was easier long-term maintenance. There is now a public beta branch on Steam for Windows/Linux/macOS, which contains an update we've internally codenamed "Neo". Super Hexagon Neo Super Hexagon Neo Super Hexagon: The Neo Update (Part 1)
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