Linux Asteroids

So I’ve gotten through most of the issues preventing me from building VectorStorm games on Linux. But in order to do it, I’ve had to disable my normal attempt to take over memory allocation;  that’s all still causing compilation errors inside STL, via Box2D.  More investigation required.  I really do want to keep control of…

Here’s something different

Today, a completely different view.  What you’re seeing on the left is the VectorStorm testbed samples compiling (or more accurately, failing to compile) under Ubuntu Linux. It’s mostly working, actually.  All of the rendering code is compiling successfully (which is a major relief!)  The bit that’s failing right now is something that’s including headers through…

Progress on CMake

Okay, I’ll admit that this is a really boring screenshot.  But the fireworks are appropriate. This is a screenshot of my very first fully successful CMake-based build of the VectorStorm testbeds on OS X. This particular executable was built without XCode at all — compiled by gcc, managed by makefiles,  debugged via gdb, and then…

Color picker

So I’ve just finished implementing a basic color picker control.  Here, I have it hooked up to the fog color. Next step will be putting these into popups, so they don’t take up so much screen space.  These will be wired up to lots of things eventually (terrain, sky, object editors, etc), and I don’t…

Call for OS X CMake experts

Hi, everybody. At the moment, I’m in the middle of a major revamp to the VectorStorm library.  Most of this is to do with unifying naming conventions and pulling all the library code into the VS directory  (In fact, the ‘VS’ directory will probably eventually become the whole VectorStorm code repository).  Individual games will then…