ld48-29/log.mdown

183 lines
3.1 KiB
Markdown

# 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.
- 21:55
Train departure.
- 22:35
Input state management in additional goroutine done.
- 23:00
Stuck in world update iteration, missing how to have its goroutine sleep.
- 23:09
Worked around by having the physics goroutine tied to video ticks via a
channel.
- 23:39
Broken physics integrator does stupid things. To the moon in seconds, physics
is fun!
- 23:57
Problem solved. Was accumulating twice. Now to find nice constants for movement.
- 00:07
Train arrives. Integrator stubbornly refuses to move player left more than once.