mirror of
https://github.com/lloeki/ld48-29.git
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183 lines
3.1 KiB
Markdown
183 lines
3.1 KiB
Markdown
# Dev log
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All time is CEST
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- 07:14
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Wake up, discover the theme on Twitter. Start scrambling ideas. Take
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breakfast.
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- 08:22
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Initialise github repo. A few ideas popping up already. Try to avoid obvious
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sea references.
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- 08:35
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Start this dev log!
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- 08:41
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Dev log now publicly advertised.
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- 09:51
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First hurdle. GL doesn't want to Clear and I have no clue.
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- 09:55
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Duh. Found via rubberducking I was calling some stuff *before*
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MakeContextCurrent. 20min lost.
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- 09:57
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Sideband idea: make this file post new LIs to Twitter on push (with link to
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file+line on Github)
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- 10:08
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I miss fuzzy jump to function in vim. Adding ctags to CtrlP right now, with `fswatch . "ctags *.go"`
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- 10:35
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Still sorting out the basic frame code, but I've got an idea, and backgroundly crunching on game mechanics.
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- 10:36
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Twitter stream in #LD48 proves to be a real boost to morale. Much less noisy than IRC.
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- 11:57
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And we have a spritesheet!
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- 12:12
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Taking a light break to stuff self.body with calories
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- 12:45
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Short on supplies. Have to get out or risk falling down in 2 hours due to lack or carbohydrates in bloodstream.
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- 14:12
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Got sidetracked in reading Doom engine trivia
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- 15:21
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Getting to terms with OpenGL. Sprite system coming along nicely
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- 16:09
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Sprites keep their relative size and aspect ratio. Also, sprite scaling.
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- 17:54
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After much fight against GLOrtho, now having arbitrary sprite positioning in viewport coordinates.
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- 17:55
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Girlfriend back home. Let's take a break and have a walk outside.
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- 19:15
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Back to the task!
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- 19:40
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Sprite rotation support
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- 20:34
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Going concurrent. Goroutines, channels and closures make passing input events outside the locked OpenGL thread *really* easy.
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- 20:51
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Time for another break. Calories needed.
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- 21:30
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Back to jamming! ... on and off.
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- 23:45
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Managed to do some mouse tracking with sprite pointer
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- 10:39
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Moved out to nearby Starbucks. Connection is crappy, but back to jamming.
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- 10:50
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A good night sleep is a good call. Sprites are easier to make.
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- 12:09
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Drawing clouds. This is starting to look like an actual game.
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- 12:10
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Going back to hotel.
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- 13:55
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This is vaguely starting to ressemble a form of game.
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- 14:19
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Now I have a sea moving. Time for a break.
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- 14:59
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Back to jamming
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- 15:50
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Tiling water instead of hardcoded quads.
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- 16:02
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Sprite tiling functions.
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- 19:25
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Window size independence. More clouds, better tiles. Second platform.
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- 21:55
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Train departure.
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- 22:35
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Input state management in additional goroutine done.
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- 23:00
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Stuck in world update iteration, missing how to have its goroutine sleep.
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- 23:09
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Worked around by having the physics goroutine tied to video ticks via a
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channel.
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- 23:39
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Broken physics integrator does stupid things. To the moon in seconds, physics
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is fun!
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- 23:57
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Problem solved. Was accumulating twice. Now to find nice constants for movement.
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- 00:07
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Train arrives. Integrator stubbornly refuses to move player left more than once.
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