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code_glitch

Luduum Dare build up...

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Just over 1 day and 6 hours until Luduum dare to go and I'm already twitching... If I'm honest, Luduum isn't so much a race as it is how efficiently you can develop in your favorite API. To that aim, I thought I might take the POC code mentioned earlier and tweak it for Luna since I'm too busy actually getting prometheus to compile with recent changes...

Features I've worked on and how much of it is likely to be 'finalized'
-Particle Effects 60% done
-Drawing optimization 10% done
-XFont 25% done
-Luna threading support from Phoebe 25% done (important for cut scenes and timings)
-Prometheus Audio OpenAL with streaming 20% done, SDL RAM only 95% done

As a road map, code proven in Luduum will be integrated to Prometheus later so it will be a case of a 'release on steroids' for Prometheus when I double the functionality in one revision...

Also considering a 'modular' architecture for Prometheus so you can compile the bits you want plus the first implementations on constructors and destructors to minimize calls from the Application along with threads doing some management in the background...

If anyone has any pointers from previous Luduums I'd be very glad to hear them (my first luduum ) and I'm sure everyone already thinking about PGD annual might like it too. Although frankly, I think music in Luduum might be a problem. I think it might just be me humming on audacity with effects added to it

Sorry for posting on consecutive days of that annoys anyone, but Luduum does start in just over a day... Anyone else from PGD joining in?

PS: I'm traveling to Paris on the weekend, so I'll be working off a lappy in the car

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