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	<title>Ludum Dare &#187; libraries</title>
	<atom:link href="http://www.ludumdare.com/compo/tag/libraries/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.ludumdare.com/compo</link>
	<description>A tri-annual 48 hour solo game development competition.</description>
	<lastBuildDate>Wed, 08 Feb 2012 14:14:06 +0000</lastBuildDate>
	<language>en</language>
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		<title>Foreach in c++</title>
		<link>http://www.ludumdare.com/compo/2010/10/28/foreach-in-cpp/</link>
		<comments>http://www.ludumdare.com/compo/2010/10/28/foreach-in-cpp/#comments</comments>
		<pubDate>Fri, 29 Oct 2010 05:58:26 +0000</pubDate>
		<dc:creator>rooks</dc:creator>
				<category><![CDATA[October Challenge 2010]]></category>
		<category><![CDATA[C++]]></category>
		<category><![CDATA[goodies]]></category>
		<category><![CDATA[libraries]]></category>
		<category><![CDATA[libs]]></category>
		<category><![CDATA[tools]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=28551</guid>
		<description><![CDATA[Hi I created simple helper that might help few of you who use c++ with STL. It adds foreach to the c++ that traverses over all of the STL container, so the code is more readable, like in this example: #include &#60;cstdio&#62; #include &#60;vector&#62; #include "foreach.h" int main() { // make int vector and fill [...]]]></description>
			<content:encoded><![CDATA[<p>Hi</p>
<p>I created simple helper that might help few of you who use c++ with STL. It adds foreach to the c++ that traverses over all of the STL container, so the code is more readable, like in this example:</p>
<pre>#include &lt;cstdio&gt;</pre>
<pre>#include &lt;vector&gt;</pre>
<pre>#include "foreach.h"</pre>
<pre></pre>
<pre>int main()</pre>
<pre>{</pre>
<pre>    // make int vector and fill it</pre>
<pre>    vector&lt;int&gt; k;</pre>
<pre>    for (int i=0; i&lt;10; ++i) k.push_back(i);</pre>
<pre></pre>
<pre>    // show what the upper loop filled</pre>
<pre>    foreach_ (it, k) printf("%i ",(*it));</pre>
<pre>    printf("\n");</pre>
<pre></pre>
<pre>    // show all the data, but get rid of 4</pre>
<pre>    // http://en.wikipedia.org/wiki/Tetraphobia <img src='http://www.ludumdare.com/compo/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </pre>
<pre>    foreachdel_ (it, k)</pre>
<pre>    {</pre>
<pre>        if (*it == 4) it=k.erase(it);</pre>
<pre>        printf("%i ",(*it));</pre>
<pre>    }</pre>
<pre>    printf("\n");</pre>
<pre></pre>
<pre>    return 0;</pre>
<pre>}</pre>
<p>Will result in following:</p>
<pre>0 1 2 3 4 5 6 7 8 9</pre>
<pre>0 1 2 3 5 6 7 8 9</pre>
<p>More on my blog:  <a href="http://pleasanthacking.com/2010/06/17/foreach-in-cpp/">http://pleasanthacking.com/2010/06/17/foreach-in-cpp/</a></p>
<p>I hope some of you will find it useful during compos <img src='http://www.ludumdare.com/compo/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
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		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>Begin the compo</title>
		<link>http://www.ludumdare.com/compo/2009/08/29/begin-the-compo/</link>
		<comments>http://www.ludumdare.com/compo/2009/08/29/begin-the-compo/#comments</comments>
		<pubDate>Sat, 29 Aug 2009 08:52:09 +0000</pubDate>
		<dc:creator>matrin</dc:creator>
				<category><![CDATA[LD #15 - Caverns - 2009]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[libraries]]></category>
		<category><![CDATA[technical]]></category>
		<category><![CDATA[TODO list]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=7620</guid>
		<description><![CDATA[First of, this theme is awesome and I hope for justas awesome entries. Game Design For my entry, I&#8217;m going for a (RT)Strategy game. Here is some concept art: In the game you will control a subterranian civilization, which evolved eyes, that can only see a single color on the spectrum. You will have the [...]]]></description>
			<content:encoded><![CDATA[<p>First of, this theme is awesome and I hope for justas awesome entries. <img src='http://www.ludumdare.com/compo/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
<p><strong>Game Design</strong></p>
<p>For my entry, I&#8217;m going for a (RT)Strategy game. Here is some concept art:<img class="alignnone size-full wp-image-7626" src="http://www.ludumdare.com/compo/wp-content/uploads/2009/08/game_concept.jpg" alt="game_concept" width="400" height="300" /></p>
<p>In the game you will control a subterranian civilization, which evolved eyes, that can only see a single color on the spectrum. You will have the basic RTS objects: towers to expand your teritory ( emmit the light you can see), units, which will emmit a dim light, when out of the towers range, building that will function only inside the range of the towers, some for traning troops, some for housing, some for gaining monochrome energy. Every object you see distincly in your color.</p>
<p>You will battle other civilization such as yourself, who are able to detect a different color. All of your enemies will appear black or very dim and will not be distingushable from one another. So if you are a yellow civilization, and have green and red opponents, you can tell them appart.</p>
<p>The basic goal will be to destoy your enemies/neighbours by destroing their main tower. I was also thinking of doing something with the entrance of the cavern, maybe a goal or bonus for the team that has control of it. One  idea was to have the you gain the color of the opponent you conquer, till you eventually see all the colors and can go outside in the light world.</p>
<p>The game seem to be carying some racial message with it or at least it has potential for it.</p>
<p><strong>Technical stuff</strong></p>
<p>platform: Linux for development, Windows build after the compo, this time maybe even OSX<strong> </strong></p>
<p>programming language: c++<strong> </strong></p>
<p>libraries:<strong> </strong> SDL for graphics, input and sound. Do i need anything else? O_o</p>
<p>drawing: GIMP</p>
<p>recording sounds: Audacity</p>
<p>sound and music: Hohner BBassV with Digitech BP50 multi affect and 60watt Vision AMP . I hope my music skills don&#8217;t let me down.</p>
<p><strong>TODO list for first day:</strong></p>
<p>So how much can I actually get done in the first day? I think this should be a realistic goal:</p>
<p>* resource manager: sound, graphics,&#8230;</p>
<p>* tile engine for the map</p>
<p>* create the cave</p>
<p>* implement ligh sources</p>
<p>*create the towers</p>
<p>* mouse input and HUD</p>
<p>*some background music</p>
<p>I think that would be about half. I hope I am not underestimating any part I left for day two (AI or troop control maybe?). If my goal are realistic, I think I can actually make a good game this time round. <img src='http://www.ludumdare.com/compo/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
<p>Well good luck to you all.</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Some TGB &#8216;libraries&#8217; that I might use.</title>
		<link>http://www.ludumdare.com/compo/2009/04/17/some-tgb-libraries-that-i-might-use/</link>
		<comments>http://www.ludumdare.com/compo/2009/04/17/some-tgb-libraries-that-i-might-use/#comments</comments>
		<pubDate>Fri, 17 Apr 2009 23:30:48 +0000</pubDate>
		<dc:creator>TimS</dc:creator>
				<category><![CDATA[LD #14 - Advancing Wall of Doom - 2009]]></category>
		<category><![CDATA[libraries]]></category>
		<category><![CDATA[rules]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=4720</guid>
		<description><![CDATA[As per compo rules, I thought I&#8217;d make available some random functions in torquescript that I might use since I don&#8217;t feel like rewriting such nonsense.  They provide stuff like &#8220;generic button&#8221; behavior, gotoMount, changing the mouse cursor, having a splash screen, and &#8220;fade in / out&#8221;.  No game code in there, I swear!  Just [...]]]></description>
			<content:encoded><![CDATA[<p>As per compo rules, I thought I&#8217;d make available some random functions in torquescript that I might use since I don&#8217;t feel like rewriting such nonsense.  They provide stuff like &#8220;generic button&#8221; behavior, gotoMount, changing the mouse cursor, having a splash screen, and &#8220;fade in / out&#8221;.  No game code in there, I swear!  Just some nice utility functions that I&#8217;ve come to rely on a bit heavily.</p>
<p><span id="more-4720"></span></p>
<p>MouseOverCursorChange.cs belonged to Stanley D. Chatman, and</p>
<p>splashScreen.cs belonged to Mike Lilligreen, both of which were freely available TGB resources, and I may have modified either of them (so don&#8217;t blame anything on those two guys!).</p>
<p>I put everything in a zip in case anyone wants to take a peek: <a title="The Zip" href="http://www.ghostshipstudios.com/thezip.zip" target="_blank">The Zip</a></p>
<p>-Tim</p>
]]></content:encoded>
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		</item>
		<item>
		<title>LD14 Baby!</title>
		<link>http://www.ludumdare.com/compo/2009/04/13/ld14-baby/</link>
		<comments>http://www.ludumdare.com/compo/2009/04/13/ld14-baby/#comments</comments>
		<pubDate>Mon, 13 Apr 2009 18:22:35 +0000</pubDate>
		<dc:creator>HybridMind</dc:creator>
				<category><![CDATA[LD #14 - Advancing Wall of Doom - 2009]]></category>
		<category><![CDATA[actionscript]]></category>
		<category><![CDATA[as2]]></category>
		<category><![CDATA[as3]]></category>
		<category><![CDATA[books]]></category>
		<category><![CDATA[compo]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[flash]]></category>
		<category><![CDATA[greensock]]></category>
		<category><![CDATA[intro]]></category>
		<category><![CDATA[libraries]]></category>
		<category><![CDATA[prototyping]]></category>
		<category><![CDATA[rapid]]></category>
		<category><![CDATA[tools]]></category>
		<category><![CDATA[toolset]]></category>
		<category><![CDATA[tweenlight]]></category>
		<category><![CDATA[tweenmax]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=4596</guid>
		<description><![CDATA[I am pretty sure I&#8217;m going to make a go of LD14 this weekend.  I will be voting in the theme rounds all week long and take a look Friday to see the theme that is picked.  I will make up my mind then for sure.  Why the hesitation?  Well, I have a lot of [...]]]></description>
			<content:encoded><![CDATA[<p>I am pretty sure I&#8217;m going to make a go of LD14 this weekend.  I will be voting in the theme rounds all week long and take a look Friday to see the theme that is picked.  I will make up my mind then for sure.  Why the hesitation?  Well, I have a lot of things I&#8217;m already working on game wise so I have to make sure working on ANOTHER game is the best use of my energy&#8230; <img src='http://www.ludumdare.com/compo/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />   I do love the LD compos though.. it&#8217;s what got me back into game programming again so it will always have a lot of pull on my heart.  It is just so much fun as many of you know to participate in this event.</p>
<p>As far as programming tech and libraries go I will be making a change for the first time in all my LD experience!  Previously I was rocking the Ruby language and using the excellent Gosu game dev library (which I still highly recommend!)</p>
<p>This time I&#8217;ll be using Flash / ActionScript 3.0.  I have spent the past couple months learning ActionScript (first used AS2 for one game) and then another game I did in AS3 to work on my knowledge in that.  Plus I&#8217;ve cranked through a couple really great books I picked up that I also highly recommend to anyone looking to make the leap.  <em>Essential ActionScript 3.0 (O&#8217;Reilly)</em>, <em>ActionScript 3.0 Animation</em> (Keith Peters), and <em>Flash CS4 Professional  (Katherine Ulrich).</em> The Kongregate Shootorials were also a great place to start for AS2 and they have an AS3 version of the finished tutorial to learn from the code (it is well commented.)  I learn good from books so I had to grab a few to help out.  Anyway, I&#8217;ve been having a blast with Flash / ActionScript!</p>
<p>I&#8217;ve been very impressed by how quickly you can rough out a game prototype using the Flash authoring tool and some simple ActionScript classes.  I used to think that I&#8217;d be hard pressed to find as rapid a dev environment than what I was already using with Ruby / Gosu but all I can say is DAMN.. flash is fast.  <img src='http://www.ludumdare.com/compo/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Plus, the added benefit of having both rapid playable cross platform versions for compo feedback as well as not worrying about the various builds after the compo and I think it builds a strong case as rapid prototyping tool geared for quick compos like this one.</p>
<p><strong>Tool Set I want to use:</strong></p>
<p>Flash / ActionScript 3.0</p>
<p><strong>Libraries I want to use (if this seems ok par the rules?)</strong>:</p>
<p><a href="http://blog.greensock.com/tweenmaxas3/">GreenSock&#8217;s tweening engine TweenMax / TweenLite</a></p>
<p>Looking forward to a great theme and a great compo everyone, take care!</p>
]]></content:encoded>
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		<slash:comments>12</slash:comments>
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