Spellcaster Studios

Make it happen…

GLFW and input

Today I managed to finish the input rewrite to use GLFW with the OpenGL renderer…

Got to admit that it went rather well, all things considering… It’s a bit “hacked”, and I might work it over again at a later stage (to make it more efficient, less DirectInput-like, since there’s no actual need).

screen646

Not noticeable on the screenshot, but all input is going through GLFW and rendering over in OpenGL, which means that the game is one (big) step closer of being portable… There’s still some amount on non-portable code, and probably one million bugs to sort on the other platforms, some more abstractions, etc, but it’s really close…

Now listening to “Paris Kills” by “The 69 Eyes”

Link of the Day: Microsoft knows how to make a presentation:

Comment