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    declaration of in-ness / dgl

    Posted by (twitter: @kamjau)
    April 29th, 2011 2:57 pm

    Yup, I’m in!

    Anyway, I was hoping to get some basecode ready for the compo for once, but it’s still missing some critical stuff (like sound, lack of bugs, etc), and while I could post what I’ve got so far and then work more on that during the compo, I don’t see that ending well for either the basecode or any eventual game. So.. I’ll just go from scratch, or maybe try Flash again or something.

    Well, almost. I do have one little thing I’ve been fiddling with lately: dgl! Calling it “basecode” is a bit of a stretch though, it’s really just a dynamic OpenGL loader and extension detector. Similar to GLEE and the like, except it’s smaller (less than 40k compiled), only covers the GL parts (no GLX/WGL/etc, you pass it a function pointer to use for resolving symbols, works great with SDL), and also it loads everything dynamically, not just extension functions (this actually makes cross-compiling from Linux to Windows much easier). Oh, and it’s a work in progress (most things work though), and I’ve given it a zlib-like license. If this sounds interesting, you can get it here: dgl-wip-ld20.tar.gz. (Not sure if I’ll actually use OpenGL for the compo yet, but I’m posting this just in case.)

    And now, I’m off to replace my slightly broken Linux install with Ubuntu 11.04, new Unity interface and all. What could possibly go wrong? This is surely an excellent idea at this point in time.

    [edit: turns out it wasn't. in my defense though, i really did need to fix my linux install. oh well, better luck next time..]

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