A new beginning

I’ve unfortunately had to burn the previous effort to the ground.  Ends up SDLs native sort of graphics mode is simply not compatible with openGL, it’s more there to provide a weird sort of backup in case openGL can’t run.  It runs in software, pretty much, and can’t really do much beyond putting flat images and text on a screen.  Of course, that only makes sense for pretty basic stuff- the plan “B” for a game if it finds OpenGL can’t run is to say “Are you fucking kidding me?  I quit.” so I don’t really have to worry about that.  Anyway, that was a dead end.  So I pretty much started over, with “The Red Book”.  I’ve heard from a few sources that that is The Book for openGL.  I’m about 50 pages in and about at atari level graphics, so, I guess since it’s about 700 pages long not counting appendices, that’s on course to look pretty nice by the time I get to the end.
Anyway, attached is the .exe.
Mouse movement moves the pixel, q quits, r g b all change the pixels color, – reduces sensitivity, = increases it.
I plan on having turning the ship into a triangle that points the way it’s moving soon, and maybe add a projectile to shoot too.  Maybe some collision detection and some moving targets.  Then it will be time to read a bunch more.
Oh, and the text file it spits out is basically just counting how many milliseconds pass between getting to the top of the main loop again.  I know premature optimizations are considered bad form, but it doesn’t hurt just to keep an eye on where you are.  I figure I want to try to keep that below 16 if I want to have 60 frames per second.  Right now it’s mostly 0s, which means less than a millisecond passes between loop iterations, but then again, it’s hardly doing anything.

game2

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