Spellcaster Studios

Make it happen…

Platform-independent timers

Not much time for work on the game today, so I decided to tackle something boring, yet quick: platform-independent timers.

I already had high-precision timers for Windows, but for Mac and Linux I had no idea on what to do; yet, I decided to take the short-path to victory: strip that part of the code from GLFW… I could use it directly when under Mac and Linux, but then I could have divergent results from Windows to Mac/Linux (since it works slightly different from my own), so I decided to strip it out and use it directly, without having to initialize the whole of GLFW…

I will probably do the same with the joystick part, although I fear that one will be a lot more work, unless I wrap it nicely (keep all the joystick code in a single file, and just abstract around it).

Next step is maybe try to take the first steps in building the game under Linux… That should keep me busy for the rest of the week…

The reason for this step is the fact that the UI artist works only with a Mac, and I want him to actually play the game, get a feel for it, so he can start work on the new UI… and I have much more knowledge of the build pipeline under Linux than Mac (although they should be similar, at least conceptually)…

Now listening to “New Blood” by “Peter Gabriel”

Link of the Day: This looks nice, and it has lots of potential on the gameplay front:

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