Home | Rules and Guide | Sign In/Create Account | Write a Post | Reddit | | #ludumdare on irc.afternet.org (Info)

Ludum Dare 29 — April 25th-28th Weekend [9 PM EST] — Theme: ??? (Slaughter Ends Soon!)
  • Ludum Dare 29 Compo (48 Hour+Solo+Scratch+Src) Begins: in 7 days, 4 hours, 13 minutes, 6 seconds
  • Ludum Dare 29 Jam (72 Hour+Teams OK+Relaxed) Begins: in 7 days, 4 hours, 13 minutes, 7 seconds
  • [ MiniLD 50 | Warmup Weekend April 19th-20th | Real World Gatherings | Ludum Deals | Wallpaper ]


    October Challenge Update II: Electric Boogaloo

    Posted by
    October 12th, 2012 5:56 pm

    The old world will burn in the fires of industry. Forests will fall. A new order will rise. We will drive the machine of war with the sword and the spear and the iron fist of the orc. – Saruman, The Lord of The Rings

    That’s right, progress is being made on the newly-named Turing. After a brief attempt at using CL-OPENGL that led to inexplicable heap corruption, I switched back to full SDL. I decided that for ease of development I was just going to be lazy and blit everything to a buffer, and then draw a region of that buffer in order to implement scrolling. Unfortunately, Lispbuilder-SDL doesn’t have support for that like PyGame does. I don’t really see why not: It’s part of the native C SDL. Anyway, after messing with (sdl:cell)’s for a while, I wondered what would happen if I just tried drawing the buffer to a negative index, and lo and behold, it worked. Yay! Ten hours of debugging OpenGL code down the drain, but yay. Screenshot:

    Will take a picture of my workspace soon, but software-wise, see if you can guess from the screenshot. All my fellow Lispers saying I need to use Emacs, bah. Old habits never die. Vim is better anyway.

    tl;dr: Things got done.

    Leave a Reply

    You must be logged in to post a comment.


    All posts, images, and comments are owned by their creators.

    [cache: storing page]