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while(true) { reDesign(lumberJack); }
Whew. Shortly after the last post, I realized that things will get ugly if I want to incorporate the particle engine over existing code - which I really, really would. So, apart from a holiday, I've spent my time redesigning the graphics core. This includes a wickedly object-oriented representation of shapes, which in turn provides a solid foundation for the (basically) two things the lumberJack will operate with graphics-wise: points and textured quads.
Follow up:
Now most of this work had taken place using Dev-C++, and only today had I switched back to xcode. And sucked THIS hard. Although most of the foundation code is the same as in the previous version, the newly created project would've crashed with an EXC_BAD_ACCESS, referring to a decorated name, _ZN16ImageLoadMach0etc. I've managed to resolve it with about half a day's struggle. Cleaning, rebuilding, then recreating the whole project multiple times, line-to-line comparing new code to old, spending a considerable time searching for a precedence of this error, and almost, but luckily not quite reinstalling SDL itself - did not help. There were fewer tiny glitches, but none of them could have lead to the crash. After a final and total cleanup and recreation, the program decided to work again. Huzzah?
Follows the redesign and reimplementation of the resource management. Only after that I am going to touch SFX and music.
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