2.1 KiB
Dev log
All time is CEST
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07:14
Wake up, discover the theme on Twitter. Start scrambling ideas. Take breakfast.
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08:22
Initialise github repo. A few ideas popping up already. Try to avoid obvious sea references.
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08:35
Start this dev log!
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08:41
Dev log now publicly advertised.
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09:51
First hurdle. GL doesn't want to Clear and I have no clue.
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09:55
Duh. Found via rubberducking I was calling some stuff before MakeContextCurrent. 20min lost.
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09:57
Sideband idea: make this file post new LIs to Twitter on push (with link to file+line on Github)
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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.
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10:36
Twitter stream in #LD48 proves to be a real boost to morale. Much less noisy than IRC.
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11:57
And we have a spritesheet!
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12:12
Taking a light break to stuff self.body with calories
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12:45
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
Got sidetracked in reading Doom engine trivia
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15:21
Getting to terms with OpenGL. Sprite system coming along nicely
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16:09
Sprites keep their relative size and aspect ratio. Also, sprite scaling.
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17:54
After much fight against GLOrtho, now having arbitrary sprite positioning in viewport coordinates.
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17:55
Girlfriend back home. Let's take a break and have a walk outside.
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19:15
Back to the task!
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19:40
Sprite rotation support
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20:34
Going concurrent. Goroutines, channels and closures make passing input events outside the locked OpenGL thread really easy.
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20:51
Time for another break. Calories needed.
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21:30
Back to jamming! ... on and off.
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23:45
Managed to do some mouse tracking with sprite pointer
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10:39
Moved out to nearby Starbucks. Connection is crappy, but back to jamming.



