# Dev log All time is CEST - 07:14 Wake up, discover the theme on Twitter. Start scrambling ideas. Take breakfast. - 08:22 Initialise github repo. A few ideas popping up already. Try to avoid obvious sea references. - 08:35 Start this dev log! - 08:41 Dev log now publicly advertised. - 09:51 First hurdle. GL doesn't want to Clear and I have no clue. - 09:55 Duh. Found via rubberducking I was calling some stuff *before* MakeContextCurrent. 20min lost. - 09:57 Sideband idea: make this file post new LIs to Twitter on push (with link to file+line on Github) - 10:08 I miss fuzzy jump to function in vim. Adding ctags to CtrlP right now, with `fswatch . "ctags *.go"` - 10:35 Still sorting out the basic frame code, but I've got an idea, and backgroundly crunching on game mechanics. - 10:36 Twitter stream in #LD48 proves to be a real boost to morale. Much less noisy than IRC. - 11:57 And we have a spritesheet! ![](screenshots/1.png) - 12:12 Taking a light break to stuff self.body with calories - 12:45 Short on supplies. Have to get out or risk falling down in 2 hours due to lack or carbohydrates in bloodstream. - 14:12 Got sidetracked in reading Doom engine trivia - 15:21 Getting to terms with OpenGL. Sprite system coming along nicely ![](screenshots/2.png) - 16:09 Sprites keep their relative size and aspect ratio. Also, sprite scaling. - 17:54 After much fight against GLOrtho, now having arbitrary sprite positioning in viewport coordinates. ![](screenshots/3.png) - 17:55 Girlfriend back home. Let's take a break and have a walk outside. - 19:15 Back to the task! - 19:40 Sprite rotation support ![](screenshots/4.gif) - 20:34 Going concurrent. Goroutines, channels and closures make passing input events outside the locked OpenGL thread *really* easy. - 20:51 Time for another break. Calories needed. - 21:30 Back to jamming! ... on and off. - 23:45 Managed to do some mouse tracking with sprite pointer - 10:39 Moved out to nearby Starbucks. Connection is crappy, but back to jamming. - 10:50 A good night sleep is a good call. Sprites are easier to make. - 12:09 Drawing clouds. This is starting to look like an actual game. - 12:10 Going back to hotel. - 13:55 This is vaguely starting to ressemble a form of game. ![](screenshots/5.png) - 14:19 Now I have a sea moving. Time for a break. - 14:59 Back to jamming - 15:50 Tiling water instead of hardcoded quads. - 16:02 Sprite tiling functions. - 19:25 Window size independence. More clouds, better tiles. Second platform.