Spellcaster Studios

Make it happen…

GLFW and DirectX

Well, just finished to hack a version of GLFW that can work with DirectX…

Basically, I just created a #define that allows to shut down all the OpenGL, window management, etc of GLFW, and built the library with it…

It was rather simple, just time consuming (searching for all the OpenGL functions, etc).

Now I need to build an abstraction layer for the gamepad (because that’s something I do), and I can start working on the actual code for moving… Targeting will be a bit harder, since there is no cursor anymore, so I need to check what’s in LoS in the desired direction and adjust Y for it… Hopefully the gameplay fun-factor will remain the same with the gamepad (a bit “scared” about it).

So, good progress, hopefully I’ll have most of the gamepad support done in the next couple of days (except for UI, since that will require a bit more work, which I’ll only work on when I have the final UI work, which should be started shortly after I get this done).

Now listening to “Shatter Me” by “Lindsey Stirling”

Link of the Day: WadgetEye Games is at it again… This looks like another excelent graphical adventure, it even looks better than the previous ones:

Comment